gzdoom-gles/src/g_level.cpp

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/*
** g_level.cpp
** Parses MAPINFO and 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 "m_alloc.h"
#include "g_level.h"
#include "g_game.h"
#include "s_sound.h"
#include "d_event.h"
#include "m_random.h"
#include "doomstat.h"
#include "wi_stuff.h"
#include "r_data.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 "f_finale.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 "m_menu.h"
#include "statnums.h"
#include "gi.h"
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#include "g_hub.h"
EXTERN_CVAR (Float, sv_gravity)
EXTERN_CVAR (Float, sv_aircontrol)
EXTERN_CVAR (Int, disableautosave)
// Hey, GCC, these macros better be safe!
#define lioffset(x) ((size_t)&((level_info_t*)1)->x - 1)
#define cioffset(x) ((size_t)&((cluster_info_t*)1)->x - 1)
#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')
static int FindEndSequence (int type, const char *picname);
static void SetEndSequence (char *nextmap, int type);
static void InitPlayerClasses ();
static void ParseEpisodeInfo ();
static void G_DoParseMapInfo (int lump);
static void SetLevelNum (level_info_t *info, int num);
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
static void ClearEpisodes ();
static void ClearLevelInfoStrings (level_info_t *linfo);
static void ClearClusterInfoStrings (cluster_info_t *cinfo);
static FRandom pr_classchoice ("RandomPlayerClassChoice");
TArray<EndSequence> EndSequences;
extern bool timingdemo;
// Start time for timing demos
int starttime;
// ACS variables with world scope
SDWORD ACS_WorldVars[NUM_WORLDVARS];
FWorldGlobalArray ACS_WorldArrays[NUM_WORLDVARS];
// ACS variables with global scope
SDWORD ACS_GlobalVars[NUM_GLOBALVARS];
FWorldGlobalArray ACS_GlobalArrays[NUM_GLOBALVARS];
extern bool netdemo;
extern FString BackupSaveName;
bool savegamerestore;
extern int mousex, mousey;
extern bool sendpause, sendsave, sendturn180, SendLand;
extern const AInventory *SendItemUse, *SendItemDrop;
void *statcopy; // for statistics driver
level_locals_t level; // info about current level
static TArray<cluster_info_t> wadclusterinfos;
TArray<level_info_t> wadlevelinfos;
// MAPINFO is parsed slightly differently when the map name is just a number.
static bool HexenHack;
static char unnamed[] = "Unnamed";
static level_info_t TheDefaultLevelInfo =
{
"", // mapname
0, // levelnum
"", // pname,
"", // nextmap
"", // secretmap
"SKY1", // skypic1
0, // cluster
0, // partime
0, // sucktime
0, // flags
NULL, // music
unnamed, // level_name
"COLORMAP", // fadetable
+8, // WallVertLight
-8, // WallHorizLight
"", // [RC] F1
};
static cluster_info_t TheDefaultClusterInfo = { 0 };
static const char *MapInfoTopLevel[] =
{
"map",
"defaultmap",
"clusterdef",
"episode",
"clearepisodes",
NULL
};
enum
{
MITL_MAP,
MITL_DEFAULTMAP,
MITL_CLUSTERDEF,
MITL_EPISODE,
MITL_CLEAREPISODES
};
static const char *MapInfoMapLevel[] =
{
"levelnum",
"next",
"secretnext",
"cluster",
"sky1",
"sky2",
"fade",
"outsidefog",
"titlepatch",
"par",
"sucktime",
"music",
"nointermission",
"intermission",
"doublesky",
"nosoundclipping",
"allowmonstertelefrags",
"map07special",
"baronspecial",
"cyberdemonspecial",
"spidermastermindspecial",
"minotaurspecial",
"dsparilspecial",
"ironlichspecial",
"specialaction_exitlevel",
"specialaction_opendoor",
"specialaction_lowerfloor",
"specialaction_killmonsters",
"lightning",
"fadetable",
"evenlighting",
"noautosequences",
"forcenoskystretch",
"allowfreelook",
"nofreelook",
"allowjump",
"nojump",
"fallingdamage", // Hexen falling damage
"oldfallingdamage", // Lesser ZDoom falling damage
"forcefallingdamage", // Skull Tag compatibility name for oldfallingdamage
"strifefallingdamage", // Strife's falling damage is really unforgiving
"nofallingdamage",
"noallies",
"cdtrack",
"cdid",
"cd_start_track",
"cd_end1_track",
"cd_end2_track",
"cd_end3_track",
"cd_intermission_track",
"cd_title_track",
"warptrans",
"vertwallshade",
"horizwallshade",
"gravity",
"aircontrol",
"filterstarts",
"activateowndeathspecials",
"killeractivatesdeathspecials",
"missilesactivateimpactlines",
"missileshootersactivetimpactlines",
"noinventorybar",
"deathslideshow",
"redirect",
"strictmonsteractivation",
"laxmonsteractivation",
"additive_scrollers",
"interpic",
"exitpic",
"enterpic",
"intermusic",
"airsupply",
"specialaction",
"keepfullinventory",
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"monsterfallingdamage",
"nomonsterfallingdamage",
"sndseq",
"sndinfo",
"soundinfo",
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"clipmidtextures",
"wrapmidtextures",
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"allowcrouch",
"nocrouch",
"pausemusicinmenus",
"compat_shorttex",
"compat_stairs",
"compat_limitpain",
"compat_nopassover",
"compat_notossdrops",
"compat_useblocking",
"compat_nodoorlight",
"compat_ravenscroll",
"compat_soundtarget",
"compat_dehhealth",
"compat_trace",
"compat_dropoff",
"compat_boomscroll",
"bordertexture",
"f1", // [RC] F1 help
NULL
};
enum EMIType
{
MITYPE_EATNEXT,
MITYPE_IGNORE,
MITYPE_INT,
MITYPE_FLOAT,
MITYPE_HEX,
MITYPE_COLOR,
MITYPE_MAPNAME,
MITYPE_LUMPNAME,
MITYPE_SKY,
MITYPE_SETFLAG,
MITYPE_CLRFLAG,
MITYPE_SCFLAGS,
MITYPE_CLUSTER,
MITYPE_STRING,
MITYPE_MUSIC,
MITYPE_RELLIGHT,
MITYPE_CLRBYTES,
MITYPE_REDIRECT,
MITYPE_SPECIALACTION,
MITYPE_COMPATFLAG,
MITYPE_F1, // [RC] F1 help
};
struct MapInfoHandler
{
EMIType type;
QWORD data1, data2;
}
MapHandlers[] =
{
{ MITYPE_INT, lioffset(levelnum), 0 },
{ MITYPE_MAPNAME, lioffset(nextmap), 0 },
{ MITYPE_MAPNAME, lioffset(secretmap), 0 },
{ MITYPE_CLUSTER, lioffset(cluster), 0 },
{ MITYPE_SKY, lioffset(skypic1), lioffset(skyspeed1) },
{ MITYPE_SKY, lioffset(skypic2), lioffset(skyspeed2) },
{ MITYPE_COLOR, lioffset(fadeto), 0 },
{ MITYPE_COLOR, lioffset(outsidefog), 0 },
{ MITYPE_LUMPNAME, lioffset(pname), 0 },
{ MITYPE_INT, lioffset(partime), 0 },
{ MITYPE_INT, lioffset(sucktime), 0 },
{ MITYPE_MUSIC, lioffset(music), lioffset(musicorder) },
{ MITYPE_SETFLAG, LEVEL_NOINTERMISSION, 0 },
{ MITYPE_CLRFLAG, LEVEL_NOINTERMISSION, 0 },
{ MITYPE_SETFLAG, LEVEL_DOUBLESKY, 0 },
{ MITYPE_IGNORE, 0, 0 }, // was nosoundclipping
{ MITYPE_SETFLAG, LEVEL_MONSTERSTELEFRAG, 0 },
{ MITYPE_SETFLAG, LEVEL_MAP07SPECIAL, 0 },
{ MITYPE_SETFLAG, LEVEL_BRUISERSPECIAL, 0 },
{ MITYPE_SETFLAG, LEVEL_CYBORGSPECIAL, 0 },
{ MITYPE_SETFLAG, LEVEL_SPIDERSPECIAL, 0 },
{ MITYPE_SETFLAG, LEVEL_MINOTAURSPECIAL, 0 },
{ MITYPE_SETFLAG, LEVEL_SORCERER2SPECIAL, 0 },
{ MITYPE_SETFLAG, LEVEL_HEADSPECIAL, 0 },
{ MITYPE_SCFLAGS, 0, ~LEVEL_SPECACTIONSMASK },
{ MITYPE_SCFLAGS, LEVEL_SPECOPENDOOR, ~LEVEL_SPECACTIONSMASK },
{ MITYPE_SCFLAGS, LEVEL_SPECLOWERFLOOR, ~LEVEL_SPECACTIONSMASK },
{ MITYPE_SETFLAG, LEVEL_SPECKILLMONSTERS, 0 },
{ MITYPE_SETFLAG, LEVEL_STARTLIGHTNING, 0 },
{ MITYPE_LUMPNAME, lioffset(fadetable), 0 },
{ MITYPE_CLRBYTES, lioffset(WallVertLight), lioffset(WallHorizLight) },
{ MITYPE_SETFLAG, LEVEL_SNDSEQTOTALCTRL, 0 },
{ MITYPE_SETFLAG, LEVEL_FORCENOSKYSTRETCH, 0 },
{ MITYPE_SCFLAGS, LEVEL_FREELOOK_YES, ~LEVEL_FREELOOK_NO },
{ MITYPE_SCFLAGS, LEVEL_FREELOOK_NO, ~LEVEL_FREELOOK_YES },
{ MITYPE_SCFLAGS, LEVEL_JUMP_YES, ~LEVEL_JUMP_NO },
{ MITYPE_SCFLAGS, LEVEL_JUMP_NO, ~LEVEL_JUMP_YES },
{ MITYPE_SCFLAGS, LEVEL_FALLDMG_HX, ~LEVEL_FALLDMG_ZD },
{ MITYPE_SCFLAGS, LEVEL_FALLDMG_ZD, ~LEVEL_FALLDMG_HX },
{ MITYPE_SCFLAGS, LEVEL_FALLDMG_ZD, ~LEVEL_FALLDMG_HX },
{ MITYPE_SETFLAG, LEVEL_FALLDMG_ZD|LEVEL_FALLDMG_HX, 0 },
{ MITYPE_SCFLAGS, 0, ~(LEVEL_FALLDMG_ZD|LEVEL_FALLDMG_HX) },
{ MITYPE_SETFLAG, LEVEL_NOALLIES, 0 },
{ MITYPE_INT, lioffset(cdtrack), 0 },
{ MITYPE_HEX, lioffset(cdid), 0 },
{ MITYPE_EATNEXT, 0, 0 },
{ MITYPE_EATNEXT, 0, 0 },
{ MITYPE_EATNEXT, 0, 0 },
{ MITYPE_EATNEXT, 0, 0 },
{ MITYPE_EATNEXT, 0, 0 },
{ MITYPE_EATNEXT, 0, 0 },
{ MITYPE_INT, lioffset(WarpTrans), 0 },
{ MITYPE_RELLIGHT, lioffset(WallVertLight), 0 },
{ MITYPE_RELLIGHT, lioffset(WallHorizLight), 0 },
{ MITYPE_FLOAT, lioffset(gravity), 0 },
{ MITYPE_FLOAT, lioffset(aircontrol), 0 },
{ MITYPE_SETFLAG, LEVEL_FILTERSTARTS, 0 },
{ MITYPE_SETFLAG, LEVEL_ACTOWNSPECIAL, 0 },
{ MITYPE_CLRFLAG, LEVEL_ACTOWNSPECIAL, 0 },
{ MITYPE_SETFLAG, LEVEL_MISSILESACTIVATEIMPACT, 0 },
{ MITYPE_CLRFLAG, LEVEL_MISSILESACTIVATEIMPACT, 0 },
{ MITYPE_SETFLAG, LEVEL_NOINVENTORYBAR, 0 },
{ MITYPE_SETFLAG, LEVEL_DEATHSLIDESHOW, 0 },
{ MITYPE_REDIRECT, lioffset(RedirectMap), 0 },
{ MITYPE_CLRFLAG, LEVEL_LAXMONSTERACTIVATION, LEVEL_LAXACTIVATIONMAPINFO },
{ MITYPE_SETFLAG, LEVEL_LAXMONSTERACTIVATION, LEVEL_LAXACTIVATIONMAPINFO },
{ MITYPE_COMPATFLAG, COMPATF_BOOMSCROLL},
{ MITYPE_LUMPNAME, lioffset(exitpic), 0 },
{ MITYPE_LUMPNAME, lioffset(exitpic), 0 },
{ MITYPE_LUMPNAME, lioffset(enterpic), 0 },
{ MITYPE_MUSIC, lioffset(intermusic), lioffset(intermusicorder) },
{ MITYPE_INT, lioffset(airsupply), 0 },
{ MITYPE_SPECIALACTION, lioffset(specialactions), 0 },
{ MITYPE_SETFLAG, LEVEL_KEEPFULLINVENTORY, 0 },
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{ MITYPE_SETFLAG, LEVEL_MONSTERFALLINGDAMAGE, 0 },
{ MITYPE_CLRFLAG, LEVEL_MONSTERFALLINGDAMAGE, 0 },
{ MITYPE_LUMPNAME, lioffset(sndseq), 0 },
{ MITYPE_LUMPNAME, lioffset(soundinfo), 0 },
{ MITYPE_LUMPNAME, lioffset(soundinfo), 0 },
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{ MITYPE_SETFLAG, LEVEL_CLIPMIDTEX, 0 },
{ MITYPE_SETFLAG, LEVEL_WRAPMIDTEX, 0 },
2006-05-14 14:30:13 +00:00
{ MITYPE_SCFLAGS, LEVEL_CROUCH_YES, ~LEVEL_CROUCH_NO },
{ MITYPE_SCFLAGS, LEVEL_CROUCH_NO, ~LEVEL_CROUCH_YES },
{ MITYPE_SCFLAGS, LEVEL_PAUSE_MUSIC_IN_MENUS, 0 },
{ MITYPE_COMPATFLAG, COMPATF_SHORTTEX},
{ MITYPE_COMPATFLAG, COMPATF_STAIRINDEX},
{ MITYPE_COMPATFLAG, COMPATF_LIMITPAIN},
{ MITYPE_COMPATFLAG, COMPATF_NO_PASSMOBJ},
{ MITYPE_COMPATFLAG, COMPATF_NOTOSSDROPS},
{ MITYPE_COMPATFLAG, COMPATF_USEBLOCKING},
{ MITYPE_COMPATFLAG, COMPATF_NODOORLIGHT},
{ MITYPE_COMPATFLAG, COMPATF_RAVENSCROLL},
{ MITYPE_COMPATFLAG, COMPATF_SOUNDTARGET},
{ MITYPE_COMPATFLAG, COMPATF_DEHHEALTH},
{ MITYPE_COMPATFLAG, COMPATF_TRACE},
{ MITYPE_COMPATFLAG, COMPATF_DROPOFF},
{ MITYPE_COMPATFLAG, COMPATF_BOOMSCROLL},
{ MITYPE_LUMPNAME, lioffset(bordertexture), 0 },
{ MITYPE_F1, lioffset(f1), 0, },
};
static const char *MapInfoClusterLevel[] =
{
"entertext",
"exittext",
"music",
"flat",
"pic",
"hub",
"cdtrack",
"cdid",
"entertextislump",
"exittextislump",
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"name",
NULL
};
MapInfoHandler ClusterHandlers[] =
{
{ MITYPE_STRING, cioffset(entertext), CLUSTER_LOOKUPENTERTEXT },
{ MITYPE_STRING, cioffset(exittext), CLUSTER_LOOKUPEXITTEXT },
{ MITYPE_MUSIC, cioffset(messagemusic), cioffset(musicorder) },
{ MITYPE_LUMPNAME, cioffset(finaleflat), 0 },
{ MITYPE_LUMPNAME, cioffset(finaleflat), CLUSTER_FINALEPIC },
{ MITYPE_SETFLAG, CLUSTER_HUB, 0 },
{ MITYPE_INT, cioffset(cdtrack), 0 },
{ MITYPE_HEX, cioffset(cdid), 0 },
{ MITYPE_SETFLAG, CLUSTER_ENTERTEXTINLUMP, 0 },
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{ MITYPE_SETFLAG, CLUSTER_EXITTEXTINLUMP, 0 },
{ MITYPE_STRING, cioffset(clustername), 0 },
};
static void ParseMapInfoLower (MapInfoHandler *handlers,
const char *strings[],
level_info_t *levelinfo,
cluster_info_t *clusterinfo,
QWORD levelflags);
static int FindWadLevelInfo (char *name)
{
for (unsigned int i = 0; i < wadlevelinfos.Size(); i++)
if (!strnicmp (name, wadlevelinfos[i].mapname, 8))
return i;
return -1;
}
static int FindWadClusterInfo (int cluster)
{
for (unsigned int i = 0; i < wadclusterinfos.Size(); i++)
if (wadclusterinfos[i].cluster == cluster)
return i;
return -1;
}
static void SetLevelDefaults (level_info_t *levelinfo)
{
memset (levelinfo, 0, sizeof(*levelinfo));
levelinfo->snapshot = NULL;
levelinfo->outsidefog = 0xff000000;
levelinfo->WallHorizLight = -8;
levelinfo->WallVertLight = +8;
strncpy (levelinfo->fadetable, "COLORMAP", 8);
strcpy (levelinfo->skypic1, "-NOFLAT-");
strcpy (levelinfo->skypic2, "-NOFLAT-");
strcpy (levelinfo->bordertexture, gameinfo.borderFlat);
if (gameinfo.gametype != GAME_Hexen)
{
// For maps without a BEHAVIOR, this will be cleared.
levelinfo->flags |= LEVEL_LAXMONSTERACTIVATION;
}
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else
{
levelinfo->flags |= LEVEL_MONSTERFALLINGDAMAGE;
}
levelinfo->airsupply = 10;
}
//
// G_ParseMapInfo
// Parses the MAPINFO lumps of all loaded WADs and generates
// data for wadlevelinfos and wadclusterinfos.
//
void G_ParseMapInfo ()
{
int lump, lastlump = 0;
atterm (G_UnloadMapInfo);
// Parse the default MAPINFO for the current game.
switch (gameinfo.gametype)
{
case GAME_Doom:
switch (gamemission)
{
case doom:
G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/doom1.txt"));
break;
case pack_plut:
G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/plutonia.txt"));
break;
case pack_tnt:
G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/tnt.txt"));
break;
default:
G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/doom2.txt"));
break;
}
break;
case GAME_Heretic:
G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/heretic.txt"));
break;
case GAME_Hexen:
G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/hexen.txt"));
break;
case GAME_Strife:
G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/strife.txt"));
break;
default:
break;
}
// Parse any extra MAPINFOs.
while ((lump = Wads.FindLump ("MAPINFO", &lastlump)) != -1)
{
G_DoParseMapInfo (lump);
}
EndSequences.ShrinkToFit ();
if (EpiDef.numitems == 0)
{
I_FatalError ("You cannot use clearepisodes in a MAPINFO if you do not define any new episodes after it.");
}
}
static void G_DoParseMapInfo (int lump)
{
level_info_t defaultinfo;
level_info_t *levelinfo;
int levelindex;
cluster_info_t *clusterinfo;
int clusterindex;
QWORD levelflags;
SetLevelDefaults (&defaultinfo);
SC_OpenLumpNum (lump, "MAPINFO");
HexenHack = false;
while (SC_GetString ())
{
switch (SC_MustMatchString (MapInfoTopLevel))
{
case MITL_DEFAULTMAP:
if (defaultinfo.music != NULL) delete [] defaultinfo.music;
if (defaultinfo.intermusic != NULL) delete [] defaultinfo.intermusic;
SetLevelDefaults (&defaultinfo);
ParseMapInfoLower (MapHandlers, MapInfoMapLevel, &defaultinfo, NULL, defaultinfo.flags);
break;
case MITL_MAP: // map <MAPNAME> <Nice Name>
levelflags = defaultinfo.flags;
SC_MustGetString ();
if (IsNum (sc_String))
{ // MAPNAME is a number; assume a Hexen wad
int map = atoi (sc_String);
sprintf (sc_String, "MAP%02d", map);
HexenHack = true;
// Hexen levels are automatically nointermission,
// no auto sound sequences, falling damage,
// monsters activate their own specials, and missiles
// are always the activators of impact lines.
levelflags |= LEVEL_NOINTERMISSION
| LEVEL_SNDSEQTOTALCTRL
| LEVEL_FALLDMG_HX
| LEVEL_ACTOWNSPECIAL
| LEVEL_MISSILESACTIVATEIMPACT;
}
levelindex = FindWadLevelInfo (sc_String);
if (levelindex == -1)
{
levelindex = wadlevelinfos.Reserve(1);
}
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
else
{
ClearLevelInfoStrings (&wadlevelinfos[levelindex]);
}
levelinfo = &wadlevelinfos[levelindex];
memcpy (levelinfo, &defaultinfo, sizeof(*levelinfo));
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
if (levelinfo->music != NULL)
{
levelinfo->music = copystring (levelinfo->music);
}
if (levelinfo->intermusic != NULL)
{
levelinfo->intermusic = copystring (levelinfo->intermusic);
}
if (HexenHack)
{
levelinfo->WallHorizLight = levelinfo->WallVertLight = 0;
}
uppercopy (levelinfo->mapname, sc_String);
SC_MustGetString ();
if (SC_Compare ("lookup"))
{
SC_MustGetString ();
ReplaceString (&levelinfo->level_name, sc_String);
levelflags |= LEVEL_LOOKUPLEVELNAME;
}
else
{
ReplaceString (&levelinfo->level_name, sc_String);
}
// Set up levelnum now so that you can use Teleport_NewMap specials
// to teleport to maps with standard names without needing a levelnum.
if (!strnicmp (levelinfo->mapname, "MAP", 3) && levelinfo->mapname[5] == 0)
{
int mapnum = atoi (levelinfo->mapname + 3);
if (mapnum >= 1 && mapnum <= 99)
levelinfo->levelnum = mapnum;
}
else if (levelinfo->mapname[0] == 'E' &&
levelinfo->mapname[1] >= '0' && levelinfo->mapname[1] <= '9' &&
levelinfo->mapname[2] == 'M' &&
levelinfo->mapname[3] >= '0' && levelinfo->mapname[3] <= '9')
{
int epinum = levelinfo->mapname[1] - '1';
int mapnum = levelinfo->mapname[3] - '0';
levelinfo->levelnum = epinum*10 + mapnum;
}
ParseMapInfoLower (MapHandlers, MapInfoMapLevel, levelinfo, NULL, levelflags);
// When the second sky is -NOFLAT-, make it a copy of the first sky
if (strcmp (levelinfo->skypic2, "-NOFLAT-") == 0)
{
strcpy (levelinfo->skypic2, levelinfo->skypic1);
}
if (levelinfo->f1 != NULL)
{
levelinfo->f1 = copystring (levelinfo->f1);
}
SetLevelNum (levelinfo, levelinfo->levelnum); // Wipe out matching levelnums from other maps.
if (levelinfo->pname[0] != 0)
{
if (TexMan.AddPatch(levelinfo->pname) < 0)
{
levelinfo->pname[0] = 0;
}
}
break;
case MITL_CLUSTERDEF: // clusterdef <clusternum>
SC_MustGetNumber ();
clusterindex = FindWadClusterInfo (sc_Number);
if (clusterindex == -1)
{
clusterindex = wadclusterinfos.Reserve(1);
clusterinfo = &wadclusterinfos[clusterindex];
}
else
{
clusterinfo = &wadclusterinfos[clusterindex];
if (clusterinfo->entertext != NULL)
{
delete[] clusterinfo->entertext;
}
if (clusterinfo->exittext != NULL)
{
delete[] clusterinfo->exittext;
}
if (clusterinfo->messagemusic != NULL)
{
delete[] clusterinfo->messagemusic;
}
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
if (clusterinfo->clustername != NULL)
{
delete[] clusterinfo->clustername;
}
}
memset (clusterinfo, 0, sizeof(cluster_info_t));
clusterinfo->cluster = sc_Number;
ParseMapInfoLower (ClusterHandlers, MapInfoClusterLevel, NULL, clusterinfo, 0);
break;
case MITL_EPISODE:
ParseEpisodeInfo ();
break;
case MITL_CLEAREPISODES:
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
ClearEpisodes ();
break;
}
}
SC_Close ();
if (defaultinfo.music != NULL)
{
delete [] defaultinfo.music;
}
if (defaultinfo.intermusic != NULL)
{
delete [] defaultinfo.intermusic;
}
}
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
static void ClearLevelInfoStrings(level_info_t *linfo)
{
if (linfo->music != NULL)
{
delete[] linfo->music;
linfo->music = NULL;
}
if (linfo->intermusic != NULL)
{
delete[] linfo->intermusic;
linfo->intermusic = NULL;
}
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
if (linfo->level_name != NULL)
{
delete[] linfo->level_name;
linfo->level_name = NULL;
}
for (FSpecialAction *spac = linfo->specialactions; spac != NULL; )
{
FSpecialAction *next = spac->Next;
delete spac;
spac = next;
}
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
}
static void ClearClusterInfoStrings(cluster_info_t *cinfo)
{
if (cinfo->exittext != NULL)
{
delete[] cinfo->exittext;
cinfo->exittext = NULL;
}
if (cinfo->entertext != NULL)
{
delete[] cinfo->entertext;
cinfo->entertext = NULL;
}
if (cinfo->messagemusic != NULL)
{
delete[] cinfo->messagemusic;
cinfo->messagemusic = NULL;
}
if (cinfo->clustername != NULL)
{
delete[] cinfo->clustername;
cinfo->clustername = NULL;
}
}
static void ClearEpisodes()
{
for (int i = 0; i < EpiDef.numitems; ++i)
{
delete[] const_cast<char *>(EpisodeMenu[i].name);
EpisodeMenu[i].name = NULL;
}
EpiDef.numitems = 0;
}
static void ParseMapInfoLower (MapInfoHandler *handlers,
const char *strings[],
level_info_t *levelinfo,
cluster_info_t *clusterinfo,
QWORD flags)
{
int entry;
MapInfoHandler *handler;
BYTE *info;
info = levelinfo ? (BYTE *)levelinfo : (BYTE *)clusterinfo;
while (SC_GetString ())
{
if (SC_MatchString (MapInfoTopLevel) != -1)
{
SC_UnGet ();
break;
}
entry = SC_MustMatchString (strings);
handler = handlers + entry;
switch (handler->type)
{
case MITYPE_EATNEXT:
SC_MustGetString ();
break;
case MITYPE_IGNORE:
break;
case MITYPE_INT:
SC_MustGetNumber ();
*((int *)(info + handler->data1)) = sc_Number;
break;
case MITYPE_FLOAT:
SC_MustGetFloat ();
*((float *)(info + handler->data1)) = sc_Float;
break;
case MITYPE_HEX:
SC_MustGetString ();
*((int *)(info + handler->data1)) = strtoul (sc_String, NULL, 16);
break;
case MITYPE_COLOR:
SC_MustGetString ();
*((DWORD *)(info + handler->data1)) = V_GetColor (NULL, sc_String);
break;
case MITYPE_REDIRECT:
SC_MustGetString ();
levelinfo->RedirectType = sc_String;
/*
if (levelinfo->RedirectType == NULL ||
!(levelinfo->RedirectType->IsDescendantOf (RUNTIME_CLASS(AInventory))))
{
SC_ScriptError ("%s is not an inventory item", sc_String);
}
*/
// Intentional fall-through
case MITYPE_MAPNAME: {
EndSequence newSeq;
bool useseq = false;
SC_MustGetString ();
if (IsNum (sc_String))
{
int map = atoi (sc_String);
if (HexenHack)
{
sprintf (sc_String, "&wt@%02d", map);
}
else
{
sprintf (sc_String, "MAP%02d", map);
}
}
if (strnicmp (sc_String, "EndGame", 7) == 0)
{
int type;
switch (sc_String[7])
{
case '1': type = END_Pic1; break;
case '2': type = END_Pic2; break;
case '3': type = END_Bunny; break;
case 'C': type = END_Cast; break;
case 'W': type = END_Underwater; break;
case 'S': type = END_Strife; break;
default: type = END_Pic3; break;
}
newSeq.EndType = type;
useseq = true;
}
else if (SC_Compare ("endpic"))
{
SC_MustGetString ();
newSeq.EndType = END_Pic;
strncpy (newSeq.PicName, sc_String, 8);
newSeq.PicName[8] = 0;
useseq = true;
}
else if (SC_Compare ("endbunny"))
{
newSeq.EndType = END_Bunny;
useseq = true;
}
else if (SC_Compare ("endcast"))
{
newSeq.EndType = END_Cast;
useseq = true;
}
else if (SC_Compare ("enddemon"))
{
newSeq.EndType = END_Demon;
useseq = true;
}
else if (SC_Compare ("endchess"))
{
newSeq.EndType = END_Chess;
useseq = true;
}
else if (SC_Compare ("endunderwater"))
{
newSeq.EndType = END_Underwater;
useseq = true;
}
else if (SC_Compare ("endbuystrife"))
{
newSeq.EndType = END_BuyStrife;
useseq = true;
}
else
{
strncpy ((char *)(info + handler->data1), sc_String, 8);
}
if (useseq)
{
int seqnum = FindEndSequence (newSeq.EndType, newSeq.PicName);
if (seqnum == -1)
{
seqnum = (int)EndSequences.Push (newSeq);
}
strcpy ((char *)(info + handler->data1), "enDSeQ");
*((WORD *)(info + handler->data1 + 6)) = (WORD)seqnum;
}
break;
}
case MITYPE_LUMPNAME:
SC_MustGetString ();
uppercopy ((char *)(info + handler->data1), sc_String);
flags |= handler->data2;
break;
case MITYPE_SKY:
SC_MustGetString (); // get texture name;
uppercopy ((char *)(info + handler->data1), sc_String);
SC_MustGetFloat (); // get scroll speed
if (HexenHack)
{
sc_Float /= 256;
}
// Sky scroll speed is specified as pixels per tic, but we
// want pixels per millisecond.
*((float *)(info + handler->data2)) = sc_Float * 35 / 1000;
break;
case MITYPE_SETFLAG:
flags |= handler->data1;
flags |= handler->data2;
break;
case MITYPE_CLRFLAG:
flags &= ~handler->data1;
flags |= handler->data2;
break;
case MITYPE_SCFLAGS:
flags = (flags & handler->data2) | handler->data1;
break;
case MITYPE_CLUSTER:
SC_MustGetNumber ();
*((int *)(info + handler->data1)) = sc_Number;
// If this cluster hasn't been defined yet, add it. This is especially needed
// for Hexen, because it doesn't have clusterdefs. If we don't do this, every
// level on Hexen will sometimes be considered as being on the same hub,
// depending on the check done.
if (FindWadClusterInfo (sc_Number) == -1)
{
unsigned int clusterindex = wadclusterinfos.Reserve(1);
clusterinfo = &wadclusterinfos[clusterindex];
memset (clusterinfo, 0, sizeof(cluster_info_t));
clusterinfo->cluster = sc_Number;
if (gameinfo.gametype == GAME_Hexen)
{
clusterinfo->flags |= CLUSTER_HUB;
}
}
break;
case MITYPE_STRING:
SC_MustGetString ();
if (SC_Compare ("lookup"))
{
flags |= handler->data2;
SC_MustGetString ();
}
ReplaceString ((char **)(info + handler->data1), sc_String);
break;
case MITYPE_F1:
SC_MustGetString ();
{
char *colon = strchr (sc_String, ':');
if (colon)
{
*colon = 0;
}
ReplaceString ((char **)(info + handler->data1), sc_String);
}
break;
case MITYPE_MUSIC:
SC_MustGetString ();
{
char *colon = strchr (sc_String, ':');
if (colon)
{
*colon = 0;
}
ReplaceString ((char **)(info + handler->data1), sc_String);
*((int *)(info + handler->data2)) = colon ? atoi (colon + 1) : 0;
2006-04-13 22:40:43 +00:00
if (levelinfo != NULL)
{
// Flag the level so that the $MAP command doesn't override this.
flags|=LEVEL_MUSICDEFINED;
}
}
break;
case MITYPE_RELLIGHT:
SC_MustGetNumber ();
*((SBYTE *)(info + handler->data1)) = (SBYTE)clamp (sc_Number / 2, -128, 127);
break;
case MITYPE_CLRBYTES:
*((BYTE *)(info + handler->data1)) = 0;
*((BYTE *)(info + handler->data2)) = 0;
break;
case MITYPE_SPECIALACTION:
{
int FindLineSpecial(const char *str);
FSpecialAction **so = (FSpecialAction**)(info + handler->data1);
FSpecialAction *sa = new FSpecialAction;
sa->Next = *so;
*so = sa;
SC_SetCMode(true);
SC_MustGetString();
sa->Type = FName(sc_String);
SC_CheckString(",");
SC_MustGetString();
strlwr(sc_String);
sa->Action = FindLineSpecial(sc_String);
int j = 0;
while (j < 5 && SC_CheckString(","))
{
SC_MustGetNumber();
sa->Args[j++] = sc_Number;
}
SC_SetCMode(false);
}
break;
case MITYPE_COMPATFLAG:
if (!SC_CheckNumber()) sc_Number = 1;
if (levelinfo != NULL)
{
if (sc_Number) levelinfo->compatflags |= (DWORD)handler->data1;
else levelinfo->compatflags &= ~ (DWORD)handler->data1;
levelinfo->compatmask |= (DWORD)handler->data1;
}
break;
}
}
if (levelinfo)
{
levelinfo->flags = flags;
}
else
{
clusterinfo->flags = flags;
}
}
// Episode definitions start with the header "episode <start-map>"
// and then can be followed by any of the following:
//
// name "Episode name as text"
// picname "Picture to display the episode name"
// key "Shortcut key for the menu"
// noskillmenu
// remove
static void ParseEpisodeInfo ()
{
int i;
char map[9];
char *pic = NULL;
bool picisgfx = false; // Shut up, GCC!!!!
bool remove = false;
char key = 0;
bool addedgfx = false;
bool noskill = false;
// Get map name
SC_MustGetString ();
uppercopy (map, sc_String);
map[8] = 0;
SC_MustGetString ();
if (SC_Compare ("teaser"))
{
SC_MustGetString ();
if (gameinfo.flags & GI_SHAREWARE)
{
uppercopy (map, sc_String);
}
SC_MustGetString ();
}
do
{
if (SC_Compare ("name"))
{
SC_MustGetString ();
ReplaceString (&pic, sc_String);
picisgfx = false;
}
else if (SC_Compare ("picname"))
{
SC_MustGetString ();
ReplaceString (&pic, sc_String);
picisgfx = true;
}
else if (SC_Compare ("remove"))
{
remove = true;
}
else if (SC_Compare ("key"))
{
SC_MustGetString ();
key = sc_String[0];
}
else if (SC_Compare("noskillmenu"))
{
noskill = true;
}
else
{
SC_UnGet ();
break;
}
}
while (SC_GetString ());
for (i = 0; i < EpiDef.numitems; ++i)
{
if (strncmp (EpisodeMaps[i], map, 8) == 0)
{
break;
}
}
if (remove)
{
// If the remove property is given for an episode, remove it.
if (i < EpiDef.numitems)
{
if (i+1 < EpiDef.numitems)
{
memmove (&EpisodeMaps[i], &EpisodeMaps[i+1],
sizeof(EpisodeMaps[0])*(EpiDef.numitems - i - 1));
memmove (&EpisodeMenu[i], &EpisodeMenu[i+1],
sizeof(EpisodeMenu[0])*(EpiDef.numitems - i - 1));
memmove (&EpisodeNoSkill[i], &EpisodeNoSkill[i+1],
sizeof(EpisodeNoSkill[0])*(EpiDef.numitems - i - 1));
}
EpiDef.numitems--;
}
}
else
{
if (pic == NULL)
{
pic = copystring (map);
picisgfx = false;
}
if (i == EpiDef.numitems)
{
if (EpiDef.numitems == MAX_EPISODES)
{
i = EpiDef.numitems - 1;
}
else
{
i = EpiDef.numitems++;
}
}
else
{
delete[] const_cast<char *>(EpisodeMenu[i].name);
}
EpisodeMenu[i].name = pic;
EpisodeMenu[i].alphaKey = tolower(key);
EpisodeMenu[i].fulltext = !picisgfx;
EpisodeNoSkill[i] = noskill;
strncpy (EpisodeMaps[i], map, 8);
if (picisgfx)
{
if (TexMan.CheckForTexture (pic, FTexture::TEX_MiscPatch, 0) == -1)
{
TexMan.AddPatch (pic);
addedgfx = true;
}
}
}
}
static int FindEndSequence (int type, const char *picname)
{
unsigned int i, num;
num = EndSequences.Size ();
for (i = 0; i < num; i++)
{
if (EndSequences[i].EndType == type &&
(type != END_Pic || stricmp (EndSequences[i].PicName, picname) == 0))
{
return (int)i;
}
}
return -1;
}
static void SetEndSequence (char *nextmap, int type)
{
int seqnum;
seqnum = FindEndSequence (type, NULL);
if (seqnum == -1)
{
EndSequence newseq;
newseq.EndType = type;
memset (newseq.PicName, 0, sizeof(newseq.PicName));
seqnum = (int)EndSequences.Push (newseq);
}
strcpy (nextmap, "enDSeQ");
*((WORD *)(nextmap + 6)) = (WORD)seqnum;
}
void G_SetForEndGame (char *nextmap)
{
if (!strncmp(nextmap, "enDSeQ",6)) return; // If there is already an end sequence please leave it alone!!!
if (gameinfo.gametype == GAME_Strife)
{
SetEndSequence (nextmap, gameinfo.flags & GI_SHAREWARE ? END_BuyStrife : END_Strife);
}
else if (gameinfo.gametype == GAME_Hexen)
{
SetEndSequence (nextmap, END_Chess);
}
else if (gamemode == commercial)
{
SetEndSequence (nextmap, END_Cast);
}
else
{ // The ExMx games actually have different ends based on the episode,
// but I want to keep this simple.
SetEndSequence (nextmap, END_Pic1);
}
}
void G_UnloadMapInfo ()
{
unsigned int i;
G_ClearSnapshots ();
for (i = 0; i < wadlevelinfos.Size(); ++i)
{
ClearLevelInfoStrings (&wadlevelinfos[i]);
}
wadlevelinfos.Clear();
for (i = 0; i < wadclusterinfos.Size(); ++i)
{
ClearClusterInfoStrings (&wadclusterinfos[i]);
}
wadclusterinfos.Clear();
ClearEpisodes();
}
level_info_t *FindLevelByWarpTrans (int num)
{
for (unsigned i = wadlevelinfos.Size(); i-- != 0; )
if (wadlevelinfos[i].WarpTrans == num)
return &wadlevelinfos[i];
return NULL;
}
static void zapDefereds (acsdefered_t *def)
{
while (def)
{
acsdefered_t *next = def->next;
delete def;
def = next;
}
}
void P_RemoveDefereds (void)
{
// Remove any existing defereds
for (unsigned int i = 0; i < wadlevelinfos.Size(); i++)
{
if (wadlevelinfos[i].defered)
{
zapDefereds (wadlevelinfos[i].defered);
wadlevelinfos[i].defered = NULL;
}
}
}
bool CheckWarpTransMap (char mapname[9], bool substitute)
{
if (mapname[0] == '&' && mapname[1] == 'w' &&
mapname[2] == 't' && mapname[3] == '@')
{
level_info_t *lev = FindLevelByWarpTrans (atoi (mapname + 4));
if (lev != NULL)
{
strncpy (mapname, lev->mapname, 8);
mapname[8] = 0;
return true;
}
else if (substitute)
{
mapname[0] = 'M';
mapname[1] = 'A';
mapname[2] = 'P';
mapname[3] = mapname[4];
mapname[4] = mapname[5];
mapname[5] = 0;
}
}
return false;
}
//
// G_InitNew
// Can be called by the startup code or the menu task,
// consoleplayer, playeringame[] should be set.
//
static char d_mapname[256];
void G_DeferedInitNew (const char *mapname)
{
strncpy (d_mapname, mapname, 8);
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)
{
MapData * map = P_OpenMapData(argv[1]);
if (map == NULL)
Printf ("No map %s\n", argv[1]);
else
{
delete map;
G_DeferedInitNew (argv[1]);
}
}
else
{
Printf ("Usage: map <map name>\n");
}
}
CCMD (open)
{
if (netgame)
{
Printf ("You cannot use open in multiplayer games.\n");
return;
}
if (argv.argc() > 1)
{
sprintf(d_mapname, "file:%s", argv[1]);
MapData * map = P_OpenMapData(d_mapname);
if (map == NULL)
Printf ("No map %s\n", d_mapname);
else
{
delete map;
gameaction = ga_newgame2;
}
}
else
{
Printf ("Usage: open <map file>\n");
}
}
void G_NewInit ()
{
int i;
G_ClearSnapshots ();
SB_state = screen->GetPageCount ();
netgame = false;
netdemo = false;
multiplayer = false;
if (demoplayback)
{
C_RestoreCVars ();
demoplayback = false;
D_SetupUserInfo ();
}
for (i = 0; i < MAXPLAYERS; ++i)
{
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
player_t *p = &players[i];
userinfo_t saved_ui = players[i].userinfo;
int chasecam = p->cheats & CF_CHASECAM;
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
p->~player_t();
::new(p) player_t;
players[i].cheats |= chasecam;
players[i].playerstate = PST_DEAD;
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
playeringame[i] = 0;
players[i].userinfo = saved_ui;
}
BackupSaveName = "";
consoleplayer = 0;
NextSkill = -1;
}
void G_DoNewGame (void)
{
G_NewInit ();
playeringame[consoleplayer] = 1;
G_InitNew (d_mapname, false);
gameaction = ga_nothing;
}
void G_InitNew (const char *mapname, bool bTitleLevel)
{
EGameSpeed oldSpeed;
bool wantFast;
int i;
if (!savegamerestore)
{
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 ();
if (gameskill > sk_nightmare)
gameskill = sk_nightmare;
else if (gameskill < sk_baby)
gameskill = sk_baby;
UnlatchCVars ();
if (paused)
{
paused = 0;
S_ResumeSound ();
}
if (StatusBar != NULL)
{
delete StatusBar;
}
if (bTitleLevel)
{
StatusBar = new FBaseStatusBar (0);
}
else if (gameinfo.gametype == GAME_Doom)
{
StatusBar = CreateDoomStatusBar ();
}
else if (gameinfo.gametype == GAME_Heretic)
{
StatusBar = CreateHereticStatusBar ();
}
else if (gameinfo.gametype == GAME_Hexen)
{
StatusBar = CreateHexenStatusBar ();
}
else if (gameinfo.gametype == GAME_Strife)
{
StatusBar = CreateStrifeStatusBar ();
}
else
{
StatusBar = new FBaseStatusBar (0);
}
StatusBar->AttachToPlayer (&players[consoleplayer]);
StatusBar->NewGame ();
setsizeneeded = true;
// 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
MapData * map = P_OpenMapData(mapname);
if (!map)
{
I_Error ("Could not find map %s\n", mapname);
}
delete map;
if (dmflags & DF_MONSTERS_RESPAWN)
{
respawnmonsters = TICRATE;
}
else if (gameinfo.gametype & (GAME_Doom|GAME_Strife) && gameskill == sk_nightmare)
{
respawnmonsters = TICRATE;
}
else
{
respawnmonsters = 0;
}
// Monsters wait longer before respawning in Strife.
respawnmonsters *= gameinfo.gametype != GAME_Strife ? 12 : 16;
oldSpeed = GameSpeed;
wantFast = (dmflags & DF_FAST_MONSTERS) || (gameskill == sk_nightmare);
GameSpeed = wantFast ? SPEED_Fast : SPEED_Normal;
if (oldSpeed != GameSpeed)
{
FActorInfo::StaticSpeedSet ();
}
if (!savegamerestore)
{
if (!netgame)
{ // [RH] Change the random seed for each new single player game
rngseed = rngseed*3/2;
}
FRandom::StaticClearRandom ();
memset (ACS_WorldVars, 0, sizeof(ACS_WorldVars));
memset (ACS_GlobalVars, 0, sizeof(ACS_GlobalVars));
for (i = 0; i < NUM_WORLDVARS; ++i)
{
ACS_WorldArrays[i].Clear ();
}
for (i = 0; i < NUM_GLOBALVARS; ++i)
{
ACS_GlobalArrays[i].Clear ();
}
level.time = 0;
level.maptime = 0;
2006-04-11 16:27:41 +00:00
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]
}
usergame = !bTitleLevel; // will be set false if a demo
paused = 0;
demoplayback = false;
automapactive = false;
viewactive = true;
BorderNeedRefresh = screen->GetPageCount ();
//Added by MC: Initialize bots.
if (!deathmatch)
{
bglobal.Init ();
}
if (mapname != level.mapname)
{
strcpy (level.mapname, mapname);
}
if (bTitleLevel)
{
gamestate = GS_TITLELEVEL;
}
else if (gamestate != GS_STARTUP)
{
gamestate = GS_LEVEL;
}
G_DoLoadLevel (0, false);
}
//
// G_DoCompleted
//
bool secretexit;
static int startpos; // [RH] Support for multiple starts per level
extern int NoWipe; // [RH] Don't wipe when travelling in hubs
static bool startkeepfacing; // [RH] Support for keeping your facing angle
static bool resetinventory; // Reset the inventory to the player's default for the next level
// [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.
static void goOn (int position, bool keepFacing, bool secret, bool resetinv)
{
static bool unloading;
if (unloading)
{
Printf (TEXTCOLOR_RED "Unloading scripts cannot exit the level again.\n");
return;
}
cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
cluster_info_t *nextcluster = FindClusterInfo (CheckLevelRedirect (FindLevelInfo (level.nextmap))->cluster);
startpos = position;
startkeepfacing = keepFacing;
gameaction = ga_completed;
secretexit = secret;
resetinventory = resetinv;
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;
if (thiscluster && (thiscluster->flags & CLUSTER_HUB))
{
if ((level.flags & LEVEL_NOINTERMISSION) || (nextcluster == thiscluster))
NoWipe = 35;
D_DrawIcon = "TELEICON";
}
2006-05-14 14:30:13 +00:00
// un-crouch all players here
for(int i=0;i<MAXPLAYERS;i++)
{
players[i].Uncrouch();
}
}
void G_ExitLevel (int position, bool keepFacing)
{
goOn (position, keepFacing, false, false);
}
// Here's for the german edition.
void G_SecretExitLevel (int position)
{
// [RH] Check for secret levels is done in
// G_DoCompleted()
goOn (position, false, true, false);
}
void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int nextSkill,
bool nointermission, bool resetinventory, bool nomonsters)
{
strncpy (level.nextmap, levelname, 8);
level.nextmap[8] = 0;
if (nextSkill != -1) NextSkill = nextSkill;
if (!nomonsters) dmflags = dmflags & ~DF_NO_MONSTERS;
else dmflags = dmflags | DF_NO_MONSTERS;
if (nointermission) level.flags |= LEVEL_NOINTERMISSION;
goOn(position, keepFacing, false, resetinventory);
}
void G_DoCompleted (void)
{
int i;
gameaction = ga_nothing;
if (gamestate == GS_TITLELEVEL)
{
strncpy (level.mapname, level.nextmap, 8);
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;
strncpy (wminfo.lname0, level.info->pname, 8);
strncpy (wminfo.current, level.mapname, 8);
if (deathmatch &&
(dmflags & DF_SAME_LEVEL) &&
!(level.flags & LEVEL_CHANGEMAPCHEAT))
{
strncpy (wminfo.next, level.mapname, 8);
strncpy (wminfo.lname1, level.info->pname, 8);
}
else
{
wminfo.next[0] = 0;
if (secretexit)
{
MapData * map = P_OpenMapData(level.secretmap);
if (map != NULL)
{
delete map;
strncpy (wminfo.next, level.secretmap, 8);
strncpy (wminfo.lname1, FindLevelInfo (level.secretmap)->pname, 8);
}
else
{
secretexit = false;
}
}
if (!wminfo.next[0])
{
if (strncmp (level.nextmap, "enDSeQ", 6) == 0)
{
strncpy (wminfo.next, level.nextmap, 8);
wminfo.lname1[0] = 0;
}
else
{
level_info_t *nextinfo = CheckLevelRedirect (FindLevelInfo (level.nextmap));
strncpy (wminfo.next, nextinfo->mapname, 8);
strncpy (wminfo.lname1, nextinfo->pname, 8);
}
}
}
CheckWarpTransMap (wminfo.next, true);
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;
2006-04-11 16:27:41 +00:00
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 (CheckLevelRedirect (FindLevelInfo (level.nextmap))->cluster);
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;
}
2006-04-11 16:27:41 +00:00
// 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, resetinventory);
}
}
if (mode == FINISH_SameHub)
{ // Remember the level's state for re-entry.
G_SnapshotLevel ();
}
else
{ // Forget the states of all existing levels.
G_ClearSnapshots ();
if (mode == FINISH_NextHub)
{ // Reset world variables for the new hub.
memset (ACS_WorldVars, 0, sizeof(ACS_WorldVars));
for (i = 0; i < NUM_WORLDVARS; ++i)
{
ACS_WorldArrays[i].Clear ();
}
}
2006-04-11 16:27:41 +00:00
// With hub statistics the time should be per hub.
// Additionally there is a global time counter now so nothing is missed by changing it
//else if (mode == FINISH_NoHub)
{ // Reset time to zero if not entering/staying in a hub.
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 ();
Printf (
"\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36"
2006-04-11 16:27:41 +00:00
"\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n"
TEXTCOLOR_BOLD "%s - %s\n\n",
level.mapname, level.level_name);
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 level_locals_t.
sky1texture = TexMan.GetTexture (level.skypic1, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
sky2texture = TexMan.GetTexture (level.skypic2, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
// [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));
players[i].fragcount = 0;
}
P_SetupLevel (level.mapname, position);
// [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;
2006-04-30 21:49:18 +00:00
level.maptime = 0;
G_UnSnapshotLevel (!savegamerestore); // [RH] Restore the state of the level.
G_FinishTravel ();
if (players[consoleplayer].camera == NULL ||
players[consoleplayer].camera->player != NULL)
{ // If we are viewing through a player, make sure it is us.
players[consoleplayer].camera = players[consoleplayer].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;
char *nextmap;
gameaction = ga_worlddone;
if (level.flags & LEVEL_CHANGEMAPCHEAT)
return;
thiscluster = FindClusterInfo (level.cluster);
nextmap = !secretexit || !level.secretmap[0] ? level.nextmap : level.secretmap;
if (strncmp (nextmap, "enDSeQ", 6) == 0)
{
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);
}
else
{
nextcluster = FindClusterInfo (CheckLevelRedirect (FindLevelInfo (nextmap))->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)
{
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);
}
else if (thiscluster->exittext)
{
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);
}
}
}
}
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
{
strncpy (level.mapname, wminfo.next, 8);
}
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;
// Only living players travel. Dead ones get a new body on the new level.
if (players[i].health > 0)
{
pawn->UnlinkFromWorld ();
P_DelSector_List ();
pawn->RemoveFromHash ();
pawn->ChangeStatNum (STAT_TRAVELLING);
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
{
inv->ChangeStatNum (STAT_TRAVELLING);
inv->UnlinkFromWorld ();
P_DelSector_List ();
}
}
}
}
}
//==========================================================================
//
// 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;
next = it.Next ();
while ( (pawn = next) != NULL)
{
next = it.Next ();
pawn->ChangeStatNum (STAT_PLAYER);
pawndup = pawn->player->mo;
assert (pawn != pawndup);
if (pawndup == NULL)
{ // Oh no! there was no start for this player!
pawn->flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
pawn->Destroy ();
}
else
{
oldpawn = pawndup;
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// The player being spawned here is a short lived dummy and
// must not start any ENTER script or big problems will happen.
P_SpawnPlayer (&playerstarts[pawn->player - players], true);
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pawndup = pawn->player->mo;
if (!startkeepfacing)
{
pawn->angle = pawndup->angle;
pawn->pitch = pawndup->pitch;
}
pawn->x = pawndup->x;
pawn->y = pawndup->y;
pawn->z = pawndup->z;
pawn->momx = pawndup->momx;
pawn->momy = pawndup->momy;
pawn->momz = pawndup->momz;
pawn->Sector = pawndup->Sector;
pawn->floorz = pawndup->floorz;
pawn->ceilingz = pawndup->ceilingz;
pawn->dropoffz = pawndup->dropoffz;
pawn->floorsector = pawndup->floorsector;
pawn->floorpic = pawndup->floorpic;
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pawn->ceilingsector = pawndup->ceilingsector;
pawn->ceilingpic = pawndup->ceilingpic;
pawn->floorclip = pawndup->floorclip;
pawn->waterlevel = pawndup->waterlevel;
pawn->target = NULL;
pawn->lastenemy = NULL;
pawn->player->mo = pawn;
DObject::PointerSubstitution (oldpawn, pawn);
oldpawn->Destroy();
pawndup->Destroy ();
pawn->LinkToWorld ();
pawn->AddToHash ();
pawn->SetState(pawn->SpawnState);
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
{
inv->ChangeStatNum (STAT_INVENTORY);
inv->LinkToWorld ();
inv->Travelled ();
}
}
}
}
void G_InitLevelLocals ()
{
level_info_t *info;
BaseBlendA = 0.0f; // Remove underwater blend effect, if any
NormalLight.Maps = realcolormaps;
NormalLight.Color = PalEntry (255, 255, 255);
level.gravity = sv_gravity * 35/TICRATE;
level.aircontrol = (fixed_t)(sv_aircontrol * 65536.f);
level.flags = 0;
info = FindLevelInfo (level.mapname);
level.info = info;
level.skyspeed1 = info->skyspeed1;
level.skyspeed2 = info->skyspeed2;
info = (level_info_t *)info;
strncpy (level.skypic2, info->skypic2, 8);
level.fadeto = info->fadeto;
level.cdtrack = info->cdtrack;
level.cdid = info->cdid;
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;
level.WallHorizLight = info->WallHorizLight;
if (info->gravity != 0.f)
{
level.gravity = info->gravity * 35/TICRATE;
}
if (info->aircontrol != 0.f)
{
level.aircontrol = (fixed_t)(info->aircontrol * 65536.f);
}
G_AirControlChanged ();
if (info->level_name)
{
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.levelnum = info->levelnum;
level.music = info->music;
level.musicorder = info->musicorder;
level.f1 = info->f1; // [RC] And import the f1 name
strncpy (level.level_name, info->level_name, 63);
G_MaybeLookupLevelName (NULL);
strncpy (level.nextmap, info->nextmap, 8);
level.nextmap[8] = 0;
strncpy (level.secretmap, info->secretmap, 8);
level.secretmap[8] = 0;
strncpy (level.skypic1, info->skypic1, 8);
level.skypic1[8] = 0;
if (!level.skypic2[0])
strncpy (level.skypic2, level.skypic1, 8);
level.skypic2[8] = 0;
}
else
{
level.partime = level.cluster = 0;
level.sucktime = 0;
strcpy (level.level_name, "Unnamed");
level.nextmap[0] =
level.secretmap[0] = 0;
level.music = NULL;
strcpy (level.skypic1, "SKY1");
strcpy (level.skypic2, "SKY1");
level.flags = 0;
level.levelnum = 1;
}
int clear = 0, set = 0;
if (level.flags & LEVEL_JUMP_YES)
clear = DF_NO_JUMP;
if (level.flags & LEVEL_JUMP_NO)
set = DF_NO_JUMP;
2006-05-14 14:30:13 +00:00
if (level.flags & LEVEL_CROUCH_YES)
clear |= DF_NO_CROUCH;
2006-05-14 14:30:13 +00:00
if (level.flags & LEVEL_CROUCH_NO)
set |= DF_NO_CROUCH;
if (level.flags & LEVEL_FREELOOK_YES)
clear |= DF_NO_FREELOOK;
if (level.flags & LEVEL_FREELOOK_NO)
set |= DF_NO_FREELOOK;
dmflags = (dmflags & ~clear) | set;
compatflags.Callback();
NormalLight.ChangeFade (level.fadeto);
}
char *CalcMapName (int episode, int level)
{
static char lumpname[9];
if (gameinfo.flags & GI_MAPxx)
{
sprintf (lumpname, "MAP%02d", level);
}
else
{
lumpname[0] = 'E';
lumpname[1] = '0' + episode;
lumpname[2] = 'M';
lumpname[3] = '0' + level;
lumpname[4] = 0;
}
return lumpname;
}
level_info_t *FindLevelInfo (char *mapname)
{
int i;
if ((i = FindWadLevelInfo (mapname)) > -1)
return &wadlevelinfos[i];
else
return &TheDefaultLevelInfo;
}
level_info_t *FindLevelByNum (int num)
{
for (unsigned int i = 0; i < wadlevelinfos.Size(); i++)
if (wadlevelinfos[i].levelnum == num)
return &wadlevelinfos[i];
return NULL;
}
level_info_t *CheckLevelRedirect (level_info_t *info)
{
if (info->RedirectType != NAME_None)
{
const PClass *type = PClass::FindClass(info->RedirectType);
if (type != NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].mo->FindInventory (type))
{
level_info_t *newinfo = FindLevelInfo (info->RedirectMap);
if (newinfo != NULL)
{
info = newinfo;
}
break;
}
}
}
}
return info;
}
static void SetLevelNum (level_info_t *info, int num)
{
// Avoid duplicate levelnums. The level being set always has precedence.
for (unsigned int i = 0; i < wadlevelinfos.Size(); ++i)
{
if (wadlevelinfos[i].levelnum == num)
wadlevelinfos[i].levelnum = 0;
}
info->levelnum = num;
}
cluster_info_t *FindClusterInfo (int cluster)
{
int i;
if ((i = FindWadClusterInfo (cluster)) > -1)
return &wadclusterinfos[i];
else
return &TheDefaultClusterInfo;
}
const char *G_MaybeLookupLevelName (level_info_t *ininfo)
{
level_info_t *info;
if (ininfo == NULL)
{
info = level.info;
}
else
{
info = ininfo;
}
if (info != NULL && info->flags & LEVEL_LOOKUPLEVELNAME)
{
const char *thename;
const char *lookedup;
lookedup = GStrings[info->level_name];
if (lookedup == NULL)
{
thename = info->level_name;
}
else
{
char checkstring[32];
// Strip out the header from the localized string
if (info->mapname[0] == 'E' && info->mapname[2] == 'M')
{
sprintf (checkstring, "%s: ", info->mapname);
}
else if (info->mapname[0] == 'M' && info->mapname[1] == 'A' && info->mapname[2] == 'P')
{
sprintf (checkstring, "%d: ", atoi(info->mapname + 3));
}
thename = strstr (lookedup, checkstring);
if (thename == NULL)
{
thename = lookedup;
}
else
{
thename += strlen (checkstring);
}
}
if (ininfo == NULL)
{
strncpy (level.level_name, thename, 63);
}
return thename;
}
return info != NULL ? info->level_name : NULL;
}
void G_MakeEpisodes ()
{
int i;
// Set the default episodes
if (EpiDef.numitems == 0)
{
static const char eps[5][8] =
{
"E1M1", "E2M1", "E3M1", "E4M1", "E5M1"
};
static const char depinames[4][7] =
{
"M_EPI1", "M_EPI2", "M_EPI3", "M_EPI4"
};
static const char depikeys[4] = { 'k', 't', 'i', 't' };
static const char *hepinames[5] =
{
"MNU_COTD",
"MNU_HELLSMAW",
"MNU_DOME",
"MNU_OSSUARY",
"MNU_DEMESNE",
};
static const char hepikeys[5] = { 'c', 'h', 'd', 'o', 's' };
if (gameinfo.flags & GI_MAPxx)
{
if (gameinfo.gametype == GAME_Hexen)
{
// "&wt@01" is a magic name that will become whatever map has
// warptrans 1.
strcpy (EpisodeMaps[0], "&wt@01");
EpisodeMenu[0].name = copystring ("Hexen");
}
else
{
strcpy (EpisodeMaps[0], "MAP01");
EpisodeMenu[0].name = copystring ("Hell on Earth");
}
EpisodeMenu[0].alphaKey = 'h';
EpisodeMenu[0].fulltext = true;
EpiDef.numitems = 1;
}
else if (gameinfo.gametype == GAME_Doom)
{
memcpy (EpisodeMaps, eps, 4*8);
for (i = 0; i < 4; ++i)
{
EpisodeMenu[i].name = copystring (depinames[i]);
EpisodeMenu[i].fulltext = false;
EpisodeMenu[i].alphaKey = depikeys[i];
}
if (gameinfo.flags & GI_MENUHACK_RETAIL)
{
EpiDef.numitems = 4;
}
else
{
EpiDef.numitems = 3;
}
}
else
{
memcpy (EpisodeMaps, eps, 5*8);
for (i = 0; i < 5; ++i)
{
EpisodeMenu[i].name = copystring (hepinames[i]);
EpisodeMenu[i].fulltext = true;
EpisodeMenu[i].alphaKey = hepikeys[i];
}
if (gameinfo.flags & GI_MENUHACK_EXTENDED)
{
EpiDef.numitems = 5;
}
else
{
EpiDef.numitems = 3;
}
}
}
}
void G_AirControlChanged ()
{
if (level.aircontrol <= 256)
{
level.airfriction = FRACUNIT;
}
else
{
// Friction is inversely proportional to the amount of control
float fric = ((float)level.aircontrol/65536.f) * -0.0941f + 1.0004f;
level.airfriction = (fixed_t)(fric * 65536.f);
}
}
void G_SerializeLevel (FArchive &arc, bool hubLoad)
{
2006-04-14 12:58:52 +00:00
int i = level.totaltime;
arc << level.flags
<< level.fadeto
<< level.found_secrets
<< level.found_items
<< level.killed_monsters
<< level.gravity
2006-04-11 16:27:41 +00:00
<< level.aircontrol
<< level.maptime
2006-04-14 12:58:52 +00:00
<< i;
// Hub transitions must keep the current total time
if (!hubLoad)
level.totaltime=i;
if (arc.IsStoring ())
{
arc.WriteName (level.skypic1);
arc.WriteName (level.skypic2);
}
2006-04-11 16:27:41 +00:00
else
{
strncpy (level.skypic1, arc.ReadName(), 8);
strncpy (level.skypic2, arc.ReadName(), 8);
sky1texture = TexMan.GetTexture (level.skypic1, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
sky2texture = TexMan.GetTexture (level.skypic2, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
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);
P_SerializeThinkers (arc, hubLoad);
P_SerializeWorld (arc);
P_SerializePolyobjs (arc);
P_SerializeSounds (arc);
StatusBar->Serialize (arc);
SerializeInterpolations (arc);
arc << level.total_monsters << level.total_items << level.total_secrets;
// Does this level have custom translations?
if (arc.IsStoring ())
{
for (i = 0; i < MAX_ACS_TRANSLATIONS; ++i)
{
BYTE *trans = &translationtables[TRANSLATION_LevelScripted][i*256];
int j;
for (j = 0; j < 256; ++j)
{
if (trans[j] != j)
{
break;
}
}
if (j < 256)
{
t = i;
arc << t;
arc.Write (trans, 256);
}
}
t = 255;
arc << t;
}
else
{
arc << t;
while (t != 255)
{
if (t >= MAX_ACS_TRANSLATIONS)
{ // hack hack to avoid crashing
t = 0;
}
arc.Read (&translationtables[TRANSLATION_LevelScripted][t*256], 256);
arc << t;
}
}
2006-04-11 16:27:41 +00:00
// This must be saved, too, of course!
FCanvasTextureInfo::Serialize (arc);
if (!hubLoad)
{
P_SerializePlayers (arc);
}
}
// Archives the current level
void G_SnapshotLevel ()
{
if (level.info->snapshot)
delete level.info->snapshot;
if (level.info->mapname[0] != 0 || level.info == &TheDefaultLevelInfo)
{
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->mapname[0] != 0 || level.info == &TheDefaultLevelInfo)
{
SaveVersion = level.info->snapshotVer;
level.info->snapshot->Reopen ();
FArchive arc (*level.info->snapshot);
if (hubLoad)
arc.SetHubTravel ();
G_SerializeLevel (arc, hubLoad);
arc.Close ();
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])
{
pawn->Destroy ();
}
}
}
// No reason to keep the snapshot around once the level's been entered.
delete level.info->snapshot;
level.info->snapshot = NULL;
}
void G_ClearSnapshots (void)
{
for (unsigned int i = 0; i < wadlevelinfos.Size(); i++)
{
if (wadlevelinfos[i].snapshot)
{
delete wadlevelinfos[i].snapshot;
wadlevelinfos[i].snapshot = NULL;
}
}
}
static void writeMapName (FArchive &arc, const char *name)
{
BYTE size;
if (name[7] != 0)
{
size = 8;
}
else
{
size = (BYTE)strlen (name);
}
arc << size;
arc.Write (name, size);
}
static void writeSnapShot (FArchive &arc, level_info_t *i)
{
arc << i->snapshotVer;
writeMapName (arc, 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);
}
writeMapName (*arc, wadlevelinfos[i].mapname);
}
}
if (arc != NULL)
{
BYTE zero = 0;
*arc << zero;
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;
BYTE namelen;
char mapname[256];
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;
arc << namelen;
arc.Read (mapname, namelen);
mapname[namelen] = 0;
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;
arc << namelen;
arc.Read (mapname, namelen);
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);
arc << namelen;
while (namelen != 0)
{
arc.Read (mapname, namelen);
mapname[namelen] = 0;
i = FindLevelInfo (mapname);
i->flags |= LEVEL_VISITED;
arc << namelen;
}
}
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();
}
static void writeDefereds (FArchive &arc, level_info_t *i)
{
writeMapName (arc, i->mapname);
arc << 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
BYTE zero = 0;
*arc << zero;
delete arc;
}
}
void P_ReadACSDefereds (PNGHandle *png)
{
BYTE namelen;
char mapname[256];
size_t chunklen;
P_RemoveDefereds ();
if ((chunklen = M_FindPNGChunk (png, ACSD_ID)) != 0)
{
FPNGChunkArchive arc (png->File->GetFile(), ACSD_ID, chunklen);
arc << namelen;
while (namelen)
{
arc.Read (mapname, namelen);
mapname[namelen] = 0;
level_info_t *i = FindLevelInfo (mapname);
if (i == NULL)
{
I_Error ("Unknown map '%s' in savegame", mapname);
}
arc << i->defered;
arc << namelen;
}
}
png->File->ResetFilePtr();
}
void level_locals_s::Tick ()
{
// Reset carry sectors
if (Scrolls != NULL)
{
memset (Scrolls, 0, sizeof(*Scrolls)*numsectors);
}
}
void level_locals_s::AddScroller (DScroller *scroller, int secnum)
{
if (secnum < 0)
{
return;
}
if (Scrolls == NULL)
{
Scrolls = new FSectorScrollValues[numsectors];
memset (Scrolls, 0, sizeof(*Scrolls)*numsectors);
}
}
// 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.PlayerClass;
if (SinglePlayerClass[i] < 0 || !playeringame[i])
{
SinglePlayerClass[i] = (pr_classchoice()) % PlayerClasses.Size ();
}
players[i].cls = NULL;
players[i].CurrentPlayerClass = SinglePlayerClass[i];
}
}
}