/* ** 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 #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" #include "a_strifeglobal.h" #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 \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 \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 \n"); } } //========================================================================== // // //========================================================================== void G_NewInit () { int i; // Destory all old player refrences that may still exist TThinkerIterator 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) { G_ClearHubInfo(); 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 ; iflags & 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 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; } } 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. pawn->SetXYZ(pawndup->Pos()); } } 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); if (pawndup != NULL) { if (!(changeflags & CHANGELEVEL_KEEPFACING)) { pawn->Angles = pawndup->Angles; } pawn->SetXYZ(pawndup->Pos()); pawn->Vel = pawndup->Vel; 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; pawn->Floorclip = pawndup->Floorclip; pawn->waterlevel = pawndup->waterlevel; } else { P_FindFloorCeiling(pawn); } 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(); if (pawndup != NULL) { pawndup->Destroy(); } 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 (); // make sure that, after travelling has completed, no travelling thinkers are left. // Since this list is excluded from regular thinker cleaning, anything that may survive through here // will endlessly multiply and severely break the following savegames or just simply crash on broken pointers. DThinker::DestroyThinkersInList(STAT_TRAVELLING); } //========================================================================== // // //========================================================================== 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; level.aircontrol = sv_aircontrol; 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) { level.aircontrol = info->aircontrol; } 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 () { if (level.aircontrol <= 1/256.) { level.airfriction = 1.; } else { // Friction is inversely proportional to the amount of control level.airfriction = level.aircontrol * -0.0941 + 1.0004; } } //========================================================================== // // //========================================================================== void G_SerializeLevel (FArchive &arc, bool hubLoad) { int i = level.totaltime; Renderer->StartSerialize(arc); if (arc.IsLoading()) P_DestroyThinkers(hubLoad); 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; arc << level.skytexture1 << level.skytexture2; 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(); P_SerializeWorld(arc); P_SerializeThinkers (arc, hubLoad); 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. P_SerializePolyobjs (arc); P_SerializeSubsectors(arc); StatusBar->Serialize (arc); arc << level.total_monsters << level.total_items << level.total_secrets; // 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(§ors[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 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; arc << MapName; 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 << MapName; 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); while (arc << MapName, MapName.Len() > 0) { i = FindLevelInfo(MapName); i->flags |= LEVEL_VISITED; } } 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); while (arc << MapName, MapName.Len() > 0) { level_info_t *i = FindLevelInfo(MapName); if (i == NULL) { I_Error("Unknown map '%s' in savegame", MapName.GetChars()); } arc << i->defered; } } png->File->ResetFilePtr(); } //========================================================================== // // //========================================================================== void FLevelLocals::Tick () { // Reset carry sectors if (Scrolls != NULL) { memset (Scrolls, 0, sizeof(*Scrolls)*numsectors); } } //========================================================================== // // //========================================================================== void FLevelLocals::AddScroller (int secnum) { 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; } } }