mirror of
https://github.com/ZDoom/gzdoom-gles.git
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2281 lines
57 KiB
C++
2281 lines
57 KiB
C++
/*
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** g_level.cpp
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** controls movement between levels
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <assert.h>
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#include "templates.h"
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#include "d_main.h"
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#include "g_level.h"
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#include "g_game.h"
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#include "s_sound.h"
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#include "d_event.h"
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#include "m_random.h"
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#include "engineerrors.h"
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#include "doomstat.h"
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#include "wi_stuff.h"
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#include "filesystem.h"
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#include "am_map.h"
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#include "c_dispatch.h"
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#include "p_setup.h"
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#include "p_local.h"
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#include "r_sky.h"
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#include "c_console.h"
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#include "intermission/intermission.h"
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#include "v_video.h"
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#include "st_stuff.h"
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#include "hu_stuff.h"
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#include "p_saveg.h"
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#include "p_acs.h"
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#include "d_protocol.h"
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#include "v_text.h"
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#include "s_sndseq.h"
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#include "b_bot.h"
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#include "sbar.h"
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#include "a_lightning.h"
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#include "version.h"
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#include "sbarinfo.h"
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#include "p_lnspec.h"
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#include "cmdlib.h"
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#include "d_net.h"
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#include "d_netinf.h"
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#include "doommenu.h"
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#include "a_sharedglobal.h"
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#include "r_utility.h"
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#include "p_spec.h"
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#include "serializer_doom.h"
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#include "vm.h"
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#include "events.h"
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#include "i_music.h"
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#include "a_dynlight.h"
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#include "p_conversation.h"
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#include "p_effect.h"
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#include "stringtable.h"
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#include "c_buttons.h"
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#include "gi.h"
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#include "g_hub.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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#include "i_time.h"
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#include "p_maputl.h"
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#include "s_music.h"
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#include "fragglescript/t_script.h"
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#include "texturemanager.h"
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void STAT_StartNewGame(const char *lev);
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void STAT_ChangeLevel(const char *newl, FLevelLocals *Level);
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EXTERN_CVAR(Bool, save_formatted)
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EXTERN_CVAR (Float, sv_gravity)
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EXTERN_CVAR (Float, sv_aircontrol)
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EXTERN_CVAR (Int, disableautosave)
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EXTERN_CVAR (String, playerclass)
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extern uint8_t globalfreeze, globalchangefreeze;
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#define SNAP_ID MAKE_ID('s','n','A','p')
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#define DSNP_ID MAKE_ID('d','s','N','p')
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#define VIST_ID MAKE_ID('v','i','S','t')
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#define ACSD_ID MAKE_ID('a','c','S','d')
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#define RCLS_ID MAKE_ID('r','c','L','s')
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#define PCLS_ID MAKE_ID('p','c','L','s')
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void G_VerifySkill();
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void I_UpdateWindowTitle();
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CUSTOM_CVAR(Bool, gl_brightfog, false, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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for (auto Level : AllLevels())
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{
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if (Level->info == nullptr || Level->info->brightfog == -1) Level->brightfog = self;
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}
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}
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CUSTOM_CVAR(Bool, gl_lightadditivesurfaces, false, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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for (auto Level : AllLevels())
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{
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if (Level->info == nullptr || Level->info->lightadditivesurfaces == -1) Level->lightadditivesurfaces = self;
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}
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}
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CUSTOM_CVAR(Bool, gl_notexturefill, false, CVAR_NOINITCALL)
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{
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for (auto Level : AllLevels())
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{
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if (Level->info == nullptr || Level->info->notexturefill == -1) Level->notexturefill = self;
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}
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}
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CUSTOM_CVAR(Int, gl_lightmode, 3, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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int newself = self;
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if (newself > 8) newself = 16; // use 8 and 16 for software lighting to avoid conflicts with the bit mask ( in hindsight a bad idea.)
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else if (newself > 5) newself = 8;
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else if (newself < 0) newself = 0;
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if (self != newself) self = newself;
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else for (auto Level : AllLevels())
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{
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if ((Level->info == nullptr || Level->info->lightmode == ELightMode::NotSet)) Level->lightMode = (ELightMode)*self;
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}
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}
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CVAR(Int, sv_alwaystally, 0, CVAR_SERVERINFO)
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static FRandom pr_classchoice ("RandomPlayerClassChoice");
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extern level_info_t TheDefaultLevelInfo;
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extern bool timingdemo;
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// Start time for timing demos
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int starttime;
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extern FString BackupSaveName;
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bool savegamerestore;
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int finishstate = FINISH_NoHub;
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extern float mousex, mousey;
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extern bool sendpause, sendsave, sendturn180, SendLand;
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void *statcopy; // for statistics driver
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FLevelLocals level; // info about current level
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FLevelLocals *primaryLevel = &level; // level for which to display the user interface.
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FLevelLocals *currentVMLevel = &level; // level which currently ticks. Used as global input to the VM and some functions called by it.
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//==========================================================================
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//
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// G_InitNew
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// Can be called by the startup code or the menu task,
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// consoleplayer, playeringame[] should be set.
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//
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//==========================================================================
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static FString d_mapname;
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static int d_skill=-1;
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void G_DeferedInitNew (const char *mapname, int newskill)
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{
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d_mapname = mapname;
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d_skill = newskill;
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CheckWarpTransMap (d_mapname, true);
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gameaction = ga_newgame2;
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}
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void G_DeferedInitNew (FNewGameStartup *gs)
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{
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if (gs->PlayerClass != NULL) playerclass = gs->PlayerClass;
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d_mapname = AllEpisodes[gs->Episode].mEpisodeMap;
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d_skill = gs->Skill;
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CheckWarpTransMap (d_mapname, true);
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gameaction = ga_newgame2;
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finishstate = FINISH_NoHub;
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}
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//==========================================================================
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//
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//
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//==========================================================================
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CCMD (map)
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{
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if (netgame)
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{
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Printf ("Use " TEXTCOLOR_BOLD "changemap" TEXTCOLOR_NORMAL " instead. " TEXTCOLOR_BOLD "Map"
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TEXTCOLOR_NORMAL " is for single-player only.\n");
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return;
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}
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if (argv.argc() > 1)
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{
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const char *mapname = argv[1];
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if (!strcmp(mapname, "*")) mapname = primaryLevel->MapName.GetChars();
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try
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{
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if (!P_CheckMapData(mapname))
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{
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Printf ("No map %s\n", mapname);
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}
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else
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{
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if (argv.argc() > 2 && stricmp(argv[2], "coop") == 0)
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{
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deathmatch = false;
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multiplayernext = true;
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}
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else if (argv.argc() > 2 && stricmp(argv[2], "dm") == 0)
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{
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deathmatch = true;
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multiplayernext = true;
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}
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G_DeferedInitNew (mapname);
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}
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}
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catch(CRecoverableError &error)
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{
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if (error.GetMessage())
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Printf("%s", error.GetMessage());
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}
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}
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else
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{
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Printf ("Usage: map <map name> [coop|dm]\n");
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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UNSAFE_CCMD(recordmap)
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{
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if (netgame)
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{
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Printf("You cannot record a new game while in a netgame.\n");
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return;
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}
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if (argv.argc() > 2)
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{
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const char *mapname = argv[2];
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if (!strcmp(mapname, "*")) mapname = primaryLevel->MapName.GetChars();
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try
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{
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if (!P_CheckMapData(mapname))
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{
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Printf("No map %s\n", mapname);
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}
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else
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{
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if (argv.argc() > 3 && stricmp(argv[3], "coop") == 0)
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{
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deathmatch = false;
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multiplayernext = true;
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}
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else if (argv.argc() > 3 && stricmp(argv[3], "dm") == 0)
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{
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deathmatch = true;
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multiplayernext = true;
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}
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G_DeferedInitNew(mapname);
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gameaction = ga_recordgame;
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newdemoname = argv[1];
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newdemomap = mapname;
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}
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}
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catch (CRecoverableError &error)
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{
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if (error.GetMessage())
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Printf("%s", error.GetMessage());
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}
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}
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else
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{
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Printf("Usage: recordmap <filename> <map name> [coop|dm]\n");
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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UNSAFE_CCMD (open)
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{
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if (netgame)
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{
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Printf ("You cannot use open in multiplayer games.\n");
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return;
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}
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if (argv.argc() > 1)
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{
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d_mapname = "file:";
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d_mapname += argv[1];
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if (!P_CheckMapData(d_mapname))
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{
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Printf ("No map %s\n", d_mapname.GetChars());
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}
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else
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{
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if (argv.argc() > 2 && stricmp(argv[2], "coop") == 0)
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{
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deathmatch = false;
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multiplayernext = true;
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}
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else if (argv.argc() > 2 && stricmp(argv[2], "dm") == 0)
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{
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deathmatch = true;
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multiplayernext = true;
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}
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gameaction = ga_newgame2;
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d_skill = -1;
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}
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}
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else
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{
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Printf ("Usage: open <map file> [coop|dm]\n");
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void G_NewInit ()
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{
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int i;
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// Destory all old player refrences that may still exist
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TThinkerIterator<AActor> it(primaryLevel, NAME_PlayerPawn, STAT_TRAVELLING);
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AActor *pawn, *next;
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next = it.Next();
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while ((pawn = next) != NULL)
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{
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next = it.Next();
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pawn->flags |= MF_NOSECTOR | MF_NOBLOCKMAP;
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pawn->Destroy();
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}
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if (primaryLevel->FraggleScriptThinker) primaryLevel->FraggleScriptThinker->Destroy();
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primaryLevel->FraggleScriptThinker = nullptr;
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G_ClearSnapshots ();
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netgame = false;
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multiplayer = multiplayernext;
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multiplayernext = false;
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if (demoplayback)
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{
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C_RestoreCVars ();
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demoplayback = false;
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D_SetupUserInfo ();
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}
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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player_t *p = &players[i];
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userinfo_t saved_ui;
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saved_ui.TransferFrom(p->userinfo);
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const int chasecam = p->cheats & CF_CHASECAM;
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const bool settings_controller = p->settings_controller;
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p->~player_t();
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::new(p) player_t;
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p->settings_controller = settings_controller;
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p->cheats |= chasecam;
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p->playerstate = PST_DEAD;
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p->userinfo.TransferFrom(saved_ui);
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playeringame[i] = false;
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}
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BackupSaveName = "";
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consoleplayer = 0;
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NextSkill = -1;
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void G_DoNewGame (void)
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{
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G_NewInit ();
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playeringame[consoleplayer] = 1;
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if (d_skill != -1)
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{
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gameskill = d_skill;
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}
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G_InitNew (d_mapname, false);
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gameaction = ga_nothing;
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}
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//==========================================================================
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//
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// Initializes player classes in case they are random.
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// This gets called at the start of a new game, and the classes
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// chosen here are used for the remainder of a single-player
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// or coop game. These are ignored for deathmatch.
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//
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//==========================================================================
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static void InitPlayerClasses ()
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{
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if (!savegamerestore)
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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SinglePlayerClass[i] = players[i].userinfo.GetPlayerClassNum();
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if (SinglePlayerClass[i] < 0 || !playeringame[i])
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{
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SinglePlayerClass[i] = (pr_classchoice()) % PlayerClasses.Size ();
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}
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players[i].cls = NULL;
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players[i].CurrentPlayerClass = SinglePlayerClass[i];
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}
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void G_InitNew (const char *mapname, bool bTitleLevel)
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{
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bool wantFast;
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int i;
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// did we have any level before?
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if (primaryLevel->info != nullptr)
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staticEventManager.WorldUnloaded();
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if (!savegamerestore)
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{
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G_ClearHubInfo();
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G_ClearSnapshots ();
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P_RemoveDefereds ();
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// [RH] Mark all levels as not visited
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for (unsigned int i = 0; i < wadlevelinfos.Size(); i++)
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wadlevelinfos[i].flags = wadlevelinfos[i].flags & ~LEVEL_VISITED;
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}
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UnlatchCVars ();
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G_VerifySkill();
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UnlatchCVars ();
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globalfreeze = globalchangefreeze = 0;
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for (auto Level : AllLevels())
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{
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Level->Thinkers.DestroyThinkersInList(STAT_STATIC);
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}
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if (paused)
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{
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paused = 0;
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S_ResumeSound (false);
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}
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ST_CreateStatusBar(bTitleLevel);
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setsizeneeded = true;
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// [RH] If this map doesn't exist, bomb out
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if (!P_CheckMapData(mapname))
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{
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I_Error ("Could not find map %s\n", mapname);
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}
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wantFast = !!G_SkillProperty(SKILLP_FastMonsters);
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GameSpeed = wantFast ? SPEED_Fast : SPEED_Normal;
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if (!savegamerestore)
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{
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if (!netgame && !demorecording && !demoplayback)
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{
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// [RH] Change the random seed for each new single player game
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// [ED850] The demo already sets the RNG.
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rngseed = use_staticrng ? staticrngseed : (rngseed + 1);
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}
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FRandom::StaticClearRandom ();
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P_ClearACSVars(true);
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primaryLevel->time = 0;
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primaryLevel->maptime = 0;
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primaryLevel->totaltime = 0;
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primaryLevel->spawnindex = 0;
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if (!multiplayer || !deathmatch)
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{
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InitPlayerClasses ();
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}
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// force players to be initialized upon first level load
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for (i = 0; i < MAXPLAYERS; i++)
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players[i].playerstate = PST_ENTER; // [BC]
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STAT_StartNewGame(mapname);
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}
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usergame = !bTitleLevel; // will be set false if a demo
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paused = 0;
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demoplayback = false;
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automapactive = false;
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viewactive = true;
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//Added by MC: Initialize bots.
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if (!deathmatch)
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{
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primaryLevel->BotInfo.Init ();
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}
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|
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if (bTitleLevel)
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{
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gamestate = GS_TITLELEVEL;
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}
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else if (gamestate != GS_STARTUP)
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{
|
|
gamestate = GS_LEVEL;
|
|
}
|
|
|
|
G_DoLoadLevel (mapname, 0, false, !savegamerestore);
|
|
|
|
if (!savegamerestore && (gameinfo.gametype == GAME_Strife || (SBarInfoScript[SCRIPT_CUSTOM] != nullptr && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife)))
|
|
{
|
|
// Set the initial quest log text for Strife.
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
players[i].SetLogText("$TXT_FINDHELP");
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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.
|
|
//
|
|
//==========================================================================
|
|
|
|
EXTERN_CVAR(Bool, sv_singleplayerrespawn)
|
|
|
|
bool FLevelLocals::ShouldDoIntermission(cluster_info_t* nextcluster, cluster_info_t* thiscluster)
|
|
{
|
|
// this is here to remove some code duplication
|
|
|
|
if ((sv_alwaystally == 2) || (deathmatch))
|
|
return true;
|
|
|
|
if ((sv_alwaystally == 0) && (flags & LEVEL_NOINTERMISSION))
|
|
return false;
|
|
|
|
bool withinSameCluster = (nextcluster == thiscluster);
|
|
bool clusterIsHub = (thiscluster->flags & CLUSTER_HUB);
|
|
bool hubNoIntermission = !(thiscluster->flags & CLUSTER_ALLOWINTERMISSION);
|
|
|
|
if (withinSameCluster && clusterIsHub && hubNoIntermission)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void FLevelLocals::ChangeLevel(const char *levelname, int position, int inflags, int nextSkill)
|
|
{
|
|
if (!isPrimaryLevel()) return; // only the primary level may exit.
|
|
|
|
FString nextlevel;
|
|
level_info_t *nextinfo = nullptr;
|
|
|
|
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 (!NextMap.Compare("enDSeQ",6))
|
|
{
|
|
nextlevel = NextMap; // If there is already an end sequence please leave it alone!
|
|
}
|
|
else
|
|
{
|
|
nextlevel.Format("enDSeQ%04x", gameinfo.DefaultEndSequence.GetIndex());
|
|
}
|
|
}
|
|
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 = (unsigned)nextSkill < AllSkills.Size() ? nextSkill : -1;
|
|
|
|
if (inflags & CHANGELEVEL_NOINTERMISSION)
|
|
{
|
|
flags |= LEVEL_NOINTERMISSION;
|
|
}
|
|
|
|
cluster_info_t *thiscluster = FindClusterInfo (cluster);
|
|
cluster_info_t *nextcluster = nextinfo? FindClusterInfo (nextinfo->cluster) : NULL;
|
|
|
|
startpos = position;
|
|
SetMusicVolume(1.0);
|
|
|
|
if (nextinfo != NULL)
|
|
{
|
|
if (thiscluster != nextcluster || (thiscluster && !(thiscluster->flags & CLUSTER_HUB)))
|
|
{
|
|
if (nextinfo->flags2 & LEVEL2_RESETINVENTORY)
|
|
{
|
|
inflags |= CHANGELEVEL_RESETINVENTORY;
|
|
}
|
|
if (nextinfo->flags2 & LEVEL2_RESETHEALTH)
|
|
{
|
|
inflags |= CHANGELEVEL_RESETHEALTH;
|
|
}
|
|
}
|
|
}
|
|
changeflags = inflags;
|
|
|
|
BotInfo.End(); //Added by MC:
|
|
|
|
// [RH] Give scripts a chance to do something
|
|
unloading = true;
|
|
Behaviors.StartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true);
|
|
// [ZZ] safe world unload
|
|
for (auto Level : AllLevels())
|
|
{
|
|
// Todo: This must be exolicitly sandboxed!
|
|
Level->localEventManager->WorldUnloaded();
|
|
}
|
|
// [ZZ] unsafe world unload (changemap != map)
|
|
staticEventManager.WorldUnloaded();
|
|
unloading = false;
|
|
|
|
STAT_ChangeLevel(nextlevel, this);
|
|
|
|
if (thiscluster && (thiscluster->flags & CLUSTER_HUB))
|
|
{
|
|
if (!ShouldDoIntermission(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 || flags2 & LEVEL2_ALLOWRESPAWN || sv_singleplayerrespawn || !!G_SkillProperty(SKILLP_PlayerRespawn))
|
|
&& !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;
|
|
}
|
|
// ]]
|
|
DoReborn(i, false);
|
|
}
|
|
}
|
|
}
|
|
// Set global transition state.
|
|
gameaction = ga_completed;
|
|
::nextlevel = nextlevel;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(FLevelLocals, ChangeLevel)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
|
|
PARAM_STRING(levelname);
|
|
PARAM_INT(position);
|
|
PARAM_INT(inflags);
|
|
PARAM_INT(nextSkill);
|
|
self->ChangeLevel(levelname, position, inflags, nextSkill);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
const char *FLevelLocals::GetSecretExitMap()
|
|
{
|
|
const char *nextmap = NextMap;
|
|
|
|
if (NextSecretMap.Len() > 0)
|
|
{
|
|
if (NextSecretMap.Compare("enDSeQ", 6) == 0 || P_CheckMapData(NextSecretMap))
|
|
{
|
|
nextmap = NextSecretMap;
|
|
}
|
|
}
|
|
return nextmap;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
void FLevelLocals::ExitLevel (int position, bool keepFacing)
|
|
{
|
|
flags3 |= LEVEL3_EXITNORMALUSED;
|
|
ChangeLevel(NextMap, position, keepFacing ? CHANGELEVEL_KEEPFACING : 0);
|
|
}
|
|
|
|
static void LevelLocals_ExitLevel(FLevelLocals *self, int position, bool keepFacing)
|
|
{
|
|
self->ExitLevel(position, keepFacing);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, ExitLevel, LevelLocals_ExitLevel)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
|
|
PARAM_INT(position);
|
|
PARAM_INT(keepFacing);
|
|
self->ExitLevel(position, keepFacing);
|
|
return 0;
|
|
}
|
|
|
|
void FLevelLocals::SecretExitLevel (int position)
|
|
{
|
|
flags3 |= LEVEL3_EXITSECRETUSED;
|
|
ChangeLevel(GetSecretExitMap(), position, 0);
|
|
}
|
|
|
|
static void LevelLocals_SecretExitLevel(FLevelLocals *self, int position)
|
|
{
|
|
self->SecretExitLevel(position);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, SecretExitLevel, LevelLocals_SecretExitLevel)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
|
|
PARAM_INT(position);
|
|
self->SecretExitLevel(position);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
static wbstartstruct_t staticWmInfo;
|
|
|
|
void G_DoCompleted (void)
|
|
{
|
|
gameaction = ga_nothing;
|
|
|
|
if ( gamestate == GS_DEMOSCREEN
|
|
|| gamestate == GS_FULLCONSOLE
|
|
|| gamestate == GS_STARTUP)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (gamestate == GS_TITLELEVEL)
|
|
{
|
|
G_DoLoadLevel (nextlevel, startpos, false, false);
|
|
startpos = 0;
|
|
viewactive = true;
|
|
return;
|
|
}
|
|
|
|
if (automapactive)
|
|
AM_Stop ();
|
|
|
|
// Close the conversation menu if open.
|
|
P_FreeStrifeConversations ();
|
|
|
|
bool playinter = primaryLevel->DoCompleted(nextlevel, staticWmInfo);
|
|
S_StopAllChannels();
|
|
for (auto Level : AllLevels())
|
|
{
|
|
SN_StopAllSequences(Level);
|
|
}
|
|
|
|
if (playinter)
|
|
{
|
|
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 (&staticWmInfo);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Prepare the level to be exited and
|
|
// set up the wminfo struct for the coming intermission screen
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FLevelLocals::DoCompleted (FString nextlevel, wbstartstruct_t &wminfo)
|
|
{
|
|
int i;
|
|
|
|
// [RH] Mark this level as having been visited
|
|
if (!(flags & LEVEL_CHANGEMAPCHEAT))
|
|
info->flags |= LEVEL_VISITED;
|
|
|
|
uint32_t langtable[2] = {};
|
|
wminfo.finished_ep = cluster - 1;
|
|
wminfo.LName0 = TexMan.CheckForTexture(info->PName, ETextureType::MiscPatch);
|
|
wminfo.thisname = info->LookupLevelName(&langtable[0]); // re-get the name so we have more info about its origin.
|
|
if (!wminfo.LName0.isValid() || !(info->flags3 & LEVEL3_HIDEAUTHORNAME)) wminfo.thisauthor = info->AuthorName;
|
|
wminfo.current = MapName;
|
|
|
|
if (deathmatch &&
|
|
(*dmflags & DF_SAME_LEVEL) &&
|
|
!(flags & LEVEL_CHANGEMAPCHEAT))
|
|
{
|
|
wminfo.next = MapName;
|
|
wminfo.LName1 = wminfo.LName0;
|
|
wminfo.nextname = wminfo.thisname;
|
|
wminfo.nextauthor = wminfo.thisauthor;
|
|
}
|
|
else
|
|
{
|
|
level_info_t *nextinfo = FindLevelInfo (nextlevel, false);
|
|
if (nextinfo == NULL || strncmp (nextlevel, "enDSeQ", 6) == 0)
|
|
{
|
|
wminfo.next = "";
|
|
wminfo.LName1.SetInvalid();
|
|
wminfo.nextname = "";
|
|
wminfo.nextauthor = "";
|
|
}
|
|
else
|
|
{
|
|
wminfo.next = nextinfo->MapName;
|
|
wminfo.LName1 = TexMan.CheckForTexture(nextinfo->PName, ETextureType::MiscPatch);
|
|
wminfo.nextname = nextinfo->LookupLevelName(&langtable[1]);
|
|
if (!wminfo.LName1.isValid() || !(nextinfo->flags3 & LEVEL3_HIDEAUTHORNAME)) wminfo.nextauthor = nextinfo->AuthorName;
|
|
}
|
|
}
|
|
|
|
// This cannot use any common localization logic because it may not replace user content at all.
|
|
// Unlike the menus, replacements here do not merely change the style but also the content.
|
|
// On the other hand, the IWAD lumps may always be replaced with text, because they are the same style as the BigFont.
|
|
if (gameinfo.flags & GI_IGNORETITLEPATCHES)
|
|
{
|
|
FTextureID *texids[] = { &wminfo.LName0, &wminfo.LName1 };
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
if (texids[i]->isValid() && langtable[i] != FStringTable::default_table)
|
|
{
|
|
FGameTexture *tex = TexMan.GetGameTexture(*texids[i]);
|
|
if (tex != nullptr && !tex->isUserContent())
|
|
{
|
|
texids[i]->SetInvalid();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CheckWarpTransMap (wminfo.next, true);
|
|
nextlevel = wminfo.next;
|
|
|
|
wminfo.next_ep = FindLevelInfo (wminfo.next)->cluster - 1;
|
|
wminfo.totalkills = killed_monsters;
|
|
wminfo.maxkills = total_monsters;
|
|
wminfo.maxitems = total_items;
|
|
wminfo.maxsecret = total_secrets;
|
|
wminfo.maxfrags = 0;
|
|
wminfo.partime = TICRATE * partime;
|
|
wminfo.sucktime = sucktime;
|
|
wminfo.pnum = consoleplayer;
|
|
wminfo.totaltime = totaltime;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; 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 = 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.
|
|
// 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 (cluster);
|
|
cluster_info_t *nextcluster = FindClusterInfo (wminfo.next_ep+1); // next_ep is cluster-1
|
|
EFinishLevelType mode;
|
|
|
|
if (thiscluster != nextcluster || deathmatch ||
|
|
!(thiscluster->flags & CLUSTER_HUB))
|
|
{
|
|
if (nextcluster->flags & CLUSTER_HUB)
|
|
{
|
|
mode = FINISH_NextHub;
|
|
}
|
|
else
|
|
{
|
|
mode = FINISH_NoHub;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mode = FINISH_SameHub;
|
|
}
|
|
|
|
// Intermission stats for entire hubs
|
|
G_LeavingHub(this, mode, thiscluster, &wminfo);
|
|
|
|
// Do not allow playing sounds in here - they'd never be able to play properly.
|
|
soundEngine->BlockNewSounds(true);
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{ // take away appropriate inventory
|
|
G_PlayerFinishLevel (i, mode, changeflags);
|
|
}
|
|
}
|
|
soundEngine->BlockNewSounds(false);
|
|
|
|
if (mode == FINISH_SameHub)
|
|
{ // Remember the level's state for re-entry.
|
|
if (!(flags2 & LEVEL2_FORGETSTATE))
|
|
{
|
|
SnapshotLevel ();
|
|
// Do not free any global strings this level might reference
|
|
// while it's not loaded.
|
|
Behaviors.LockLevelVarStrings(levelnum);
|
|
}
|
|
else
|
|
{ // Make sure we don't have a snapshot lying around from before.
|
|
info->Snapshot.Clean();
|
|
}
|
|
}
|
|
else
|
|
{ // Forget the states of all existing levels.
|
|
G_ClearSnapshots ();
|
|
|
|
if (mode == FINISH_NextHub)
|
|
{ // Reset world variables for the new hub.
|
|
P_ClearACSVars(false);
|
|
}
|
|
time = 0;
|
|
maptime = 0;
|
|
spawnindex = 0;
|
|
}
|
|
|
|
finishstate = mode;
|
|
|
|
if (!ShouldDoIntermission(nextcluster, thiscluster))
|
|
{
|
|
WorldDone ();
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
class DAutosaver : public DThinker
|
|
{
|
|
DECLARE_CLASS (DAutosaver, DThinker)
|
|
public:
|
|
void Construct() {}
|
|
void Tick ();
|
|
};
|
|
|
|
IMPLEMENT_CLASS(DAutosaver, false, false)
|
|
|
|
void DAutosaver::Tick ()
|
|
{
|
|
Net_WriteByte (DEM_CHECKAUTOSAVE);
|
|
Destroy ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// G_DoLoadLevel
|
|
//
|
|
//==========================================================================
|
|
|
|
extern gamestate_t wipegamestate;
|
|
|
|
void G_DoLoadLevel(const FString &nextmapname, int position, bool autosave, bool newGame)
|
|
{
|
|
gamestate_t oldgs = gamestate;
|
|
|
|
// Here the new level needs to be allocated.
|
|
primaryLevel->DoLoadLevel(nextmapname, position, autosave, newGame);
|
|
|
|
// Reset the global state for the new level.
|
|
if (wipegamestate == GS_LEVEL)
|
|
wipegamestate = GS_FORCEWIPE;
|
|
|
|
if (gamestate != GS_TITLELEVEL)
|
|
{
|
|
gamestate = GS_LEVEL;
|
|
}
|
|
|
|
gameaction = ga_nothing;
|
|
|
|
// clear cmd building stuff
|
|
buttonMap.ResetButtonStates();
|
|
|
|
SendItemUse = nullptr;
|
|
SendItemDrop = nullptr;
|
|
mousex = mousey = 0;
|
|
sendpause = sendsave = sendturn180 = SendLand = false;
|
|
LocalViewAngle = 0;
|
|
LocalViewPitch = 0;
|
|
paused = 0;
|
|
|
|
if (demoplayback || oldgs == GS_STARTUP || oldgs == GS_TITLELEVEL)
|
|
C_HideConsole();
|
|
|
|
C_FlushDisplay();
|
|
P_ResetSightCounters(true);
|
|
I_UpdateWindowTitle();
|
|
}
|
|
|
|
void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool autosave, bool newGame)
|
|
{
|
|
MapName = nextmapname;
|
|
static int lastposition = 0;
|
|
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;
|
|
|
|
Init();
|
|
StatusBar->DetachAllMessages ();
|
|
|
|
// Force 'teamplay' to 'true' if need be.
|
|
if (flags2 & LEVEL2_FORCETEAMPLAYON)
|
|
teamplay = true;
|
|
|
|
// Force 'teamplay' to 'false' if need be.
|
|
if (flags2 & LEVEL2_FORCETEAMPLAYOFF)
|
|
teamplay = false;
|
|
|
|
if (isPrimaryLevel())
|
|
{
|
|
FString mapname = nextmapname;
|
|
mapname.ToUpper();
|
|
Printf("\n%s\n\n" TEXTCOLOR_BOLD "%s - %s\n\n", console_bar, mapname.GetChars(), LevelName.GetChars());
|
|
}
|
|
|
|
// 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.GetTextureID (gameinfo.SkyFlatName, ETextureType::Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
// [RH] Set up details about sky rendering
|
|
InitSkyMap (this);
|
|
|
|
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)
|
|
{
|
|
flags2 |= LEVEL2_NOMONSTERS;
|
|
}
|
|
else
|
|
{
|
|
flags2 &= ~LEVEL2_NOMONSTERS;
|
|
}
|
|
if (changeflags & CHANGELEVEL_PRERAISEWEAPON)
|
|
{
|
|
flags2 |= LEVEL2_PRERAISEWEAPON;
|
|
}
|
|
|
|
maptime = 0;
|
|
|
|
if (newGame)
|
|
{
|
|
staticEventManager.NewGame();
|
|
}
|
|
|
|
P_SetupLevel (this, position, newGame);
|
|
|
|
|
|
|
|
|
|
//Added by MC: Initialize bots.
|
|
if (deathmatch)
|
|
{
|
|
BotInfo.Init ();
|
|
}
|
|
|
|
if (timingdemo)
|
|
{
|
|
static bool firstTime = true;
|
|
|
|
if (firstTime)
|
|
{
|
|
starttime = I_GetTime ();
|
|
firstTime = false;
|
|
}
|
|
}
|
|
|
|
starttime = gametic;
|
|
|
|
UnSnapshotLevel (!savegamerestore); // [RH] Restore the state of the
|
|
int pnumerr = FinishTravel ();
|
|
|
|
if (!FromSnapshot)
|
|
{
|
|
for (int i = 0; i<MAXPLAYERS; i++)
|
|
{
|
|
if (PlayerInGame(i) && Players[i]->mo != nullptr)
|
|
P_PlayerStartStomp(Players[i]->mo);
|
|
}
|
|
}
|
|
|
|
// 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))
|
|
{
|
|
if (Players[ii]->camera == nullptr || Players[ii]->camera->player != nullptr)
|
|
{
|
|
Players[ii]->camera = Players[ii]->mo;
|
|
}
|
|
|
|
if (savegamerestore)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const bool fromSnapshot = FromSnapshot;
|
|
localEventManager->PlayerEntered(ii, fromSnapshot && finishstate == FINISH_SameHub);
|
|
|
|
if (fromSnapshot)
|
|
{
|
|
// ENTER scripts are being handled when the player gets spawned, this cannot be changed due to its effect on voodoo dolls.
|
|
Behaviors.StartTypedScripts(SCRIPT_Return, Players[ii]->mo, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (FromSnapshot)
|
|
{
|
|
// [Nash] run REOPEN scripts upon map re-entry
|
|
Behaviors.StartTypedScripts(SCRIPT_Reopen, NULL, false);
|
|
}
|
|
|
|
StatusBar->AttachToPlayer (&players[consoleplayer]);
|
|
// unsafe world load
|
|
staticEventManager.WorldLoaded();
|
|
// regular world load (savegames are handled internally)
|
|
localEventManager->WorldLoaded();
|
|
DoDeferedScripts (); // [RH] Do script actions that were triggered on another map.
|
|
|
|
|
|
// [RH] Always save the game when entering a new
|
|
if (autosave && !savegamerestore && disableautosave < 1)
|
|
{
|
|
CreateThinker<DAutosaver>();
|
|
}
|
|
if (pnumerr > 0)
|
|
{
|
|
I_Error("no start for player %d found.", pnumerr);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// G_WorldDone
|
|
//
|
|
//==========================================================================
|
|
|
|
void FLevelLocals::WorldDone (void)
|
|
{
|
|
cluster_info_t *nextcluster;
|
|
cluster_info_t *thiscluster;
|
|
|
|
gameaction = ga_worlddone;
|
|
|
|
|
|
//Added by mc
|
|
if (deathmatch)
|
|
{
|
|
BotInfo.RemoveAllBots(this, consoleplayer != Net_Arbitrator);
|
|
}
|
|
|
|
if (flags & LEVEL_CHANGEMAPCHEAT)
|
|
return;
|
|
|
|
thiscluster = FindClusterInfo (cluster);
|
|
|
|
if (strncmp (nextlevel, "enDSeQ", 6) == 0)
|
|
{
|
|
FName endsequence = ENamedName(strtoll(nextlevel.GetChars()+6, NULL, 16));
|
|
// Strife needs a special case here to choose between good and sad ending. Bad is handled elsewhere.
|
|
if (endsequence == NAME_Inter_Strife)
|
|
{
|
|
if (Players[0]->mo->FindInventory (NAME_QuestItem25) ||
|
|
Players[0]->mo->FindInventory (NAME_QuestItem28))
|
|
{
|
|
endsequence = NAME_Inter_Strife_Good;
|
|
}
|
|
else
|
|
{
|
|
endsequence = NAME_Inter_Strife_Sad;
|
|
}
|
|
}
|
|
|
|
auto ext = info->ExitMapTexts.CheckKey(flags3 & LEVEL3_EXITSECRETUSED ? NAME_Secret : NAME_Normal);
|
|
if (ext != nullptr && (ext->mDefined & FExitText::DEF_TEXT))
|
|
{
|
|
F_StartFinale(ext->mDefined & FExitText::DEF_MUSIC ? ext->mMusic : gameinfo.finaleMusic,
|
|
ext->mDefined & FExitText::DEF_MUSIC ? ext->mOrder : gameinfo.finaleOrder,
|
|
-1, 0,
|
|
ext->mDefined & FExitText::DEF_BACKDROP ? ext->mBackdrop : gameinfo.FinaleFlat,
|
|
ext->mText,
|
|
false,
|
|
ext->mDefined & FExitText::DEF_PIC,
|
|
ext->mDefined & FExitText::DEF_LOOKUP,
|
|
true, endsequence);
|
|
}
|
|
else if (!(info->flags2 & LEVEL2_NOCLUSTERTEXT))
|
|
{
|
|
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 if (!deathmatch)
|
|
{
|
|
FExitText *ext = nullptr;
|
|
|
|
if (flags3 & LEVEL3_EXITSECRETUSED) ext = info->ExitMapTexts.CheckKey(NAME_Secret);
|
|
else if (flags3 & LEVEL3_EXITNORMALUSED) ext = info->ExitMapTexts.CheckKey(NAME_Normal);
|
|
if (ext == nullptr) ext = info->ExitMapTexts.CheckKey(nextlevel);
|
|
|
|
if (ext != nullptr)
|
|
{
|
|
if ((ext->mDefined & FExitText::DEF_TEXT))
|
|
{
|
|
F_StartFinale(ext->mDefined & FExitText::DEF_MUSIC ? ext->mMusic : gameinfo.finaleMusic,
|
|
ext->mDefined & FExitText::DEF_MUSIC ? ext->mOrder : gameinfo.finaleOrder,
|
|
-1, 0,
|
|
ext->mDefined & FExitText::DEF_BACKDROP ? ext->mBackdrop : gameinfo.FinaleFlat,
|
|
ext->mText,
|
|
false,
|
|
ext->mDefined & FExitText::DEF_PIC,
|
|
ext->mDefined & FExitText::DEF_LOOKUP,
|
|
false);
|
|
}
|
|
return;
|
|
}
|
|
|
|
nextcluster = FindClusterInfo (FindLevelInfo (nextlevel)->cluster);
|
|
|
|
if (nextcluster->cluster != cluster && !(info->flags2 & LEVEL2_NOCLUSTERTEXT))
|
|
{
|
|
// 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(FLevelLocals, WorldDone)
|
|
{
|
|
primaryLevel->WorldDone();
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_DoWorldDone (void)
|
|
{
|
|
gamestate = GS_LEVEL;
|
|
if (nextlevel.IsEmpty())
|
|
{
|
|
// Don't crash if no next map is given. Just repeat the current one.
|
|
Printf ("No next map specified.\n");
|
|
nextlevel = primaryLevel->MapName;
|
|
}
|
|
primaryLevel->StartTravel ();
|
|
G_DoLoadLevel (nextlevel, startpos, true, false);
|
|
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 FLevelLocals::StartTravel ()
|
|
{
|
|
if (deathmatch)
|
|
return;
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
AActor *pawn = Players[i]->mo;
|
|
AActor *inv;
|
|
Players[i]->camera = nullptr;
|
|
|
|
// Only living players travel. Dead ones get a new body on the new level.
|
|
if (Players[i]->health > 0)
|
|
{
|
|
pawn->UnlinkFromWorld (nullptr);
|
|
int tid = pawn->tid; // Save TID
|
|
pawn->SetTID(0);
|
|
pawn->tid = tid; // Restore TID (but no longer linked into the hash chain)
|
|
pawn->ChangeStatNum (STAT_TRAVELLING);
|
|
pawn->DeleteAttachedLights();
|
|
|
|
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
|
|
{
|
|
inv->ChangeStatNum (STAT_TRAVELLING);
|
|
inv->UnlinkFromWorld (nullptr);
|
|
inv->DeleteAttachedLights();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
BotInfo.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).
|
|
//
|
|
//==========================================================================
|
|
|
|
int FLevelLocals::FinishTravel ()
|
|
{
|
|
auto it = GetThinkerIterator<AActor>(NAME_PlayerPawn, STAT_TRAVELLING);
|
|
AActor *pawn, *pawndup, *oldpawn, *next;
|
|
AActor *inv;
|
|
FPlayerStart *start;
|
|
int pnum;
|
|
int failnum = 0;
|
|
|
|
//
|
|
AActor* pawns[MAXPLAYERS];
|
|
int pawnsnum = 0;
|
|
|
|
next = it.Next ();
|
|
while ( (pawn = next) != NULL)
|
|
{
|
|
next = it.Next ();
|
|
pnum = int(pawn->player - players);
|
|
pawn->ChangeStatNum (STAT_PLAYER);
|
|
pawndup = pawn->player->mo;
|
|
assert (pawn != pawndup);
|
|
|
|
start = PickPlayerStart(pnum, 0);
|
|
if (start == NULL)
|
|
{
|
|
if (pawndup != nullptr)
|
|
{
|
|
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());
|
|
}
|
|
else
|
|
{
|
|
// Could not find a start for this player at all. This really should never happen but if it does, let's better abort.
|
|
if (failnum == 0) failnum = pnum + 1;
|
|
}
|
|
}
|
|
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 = 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 if (failnum == 0) // In the failure case this may run into some undefined data.
|
|
{
|
|
P_FindFloorCeiling(pawn);
|
|
}
|
|
pawn->target = nullptr;
|
|
pawn->lastenemy = nullptr;
|
|
pawn->player->mo = pawn;
|
|
pawn->player->camera = pawn;
|
|
pawn->player->viewheight = pawn->player->DefaultViewHeight();
|
|
pawn->flags2 &= ~MF2_BLASTED;
|
|
if (oldpawn != nullptr)
|
|
{
|
|
StaticPointerSubstitution (oldpawn, pawn);
|
|
oldpawn->Destroy();
|
|
}
|
|
if (pawndup != NULL)
|
|
{
|
|
pawndup->Destroy();
|
|
}
|
|
pawn->LinkToWorld (nullptr);
|
|
pawn->ClearInterpolation();
|
|
const int tid = pawn->tid; // Save TID (actor isn't linked into the hash chain yet)
|
|
pawn->tid = 0; // Reset TID
|
|
pawn->SetTID(tid); // Set TID (and link actor into the hash chain)
|
|
pawn->SetState(pawn->SpawnState);
|
|
pawn->player->SendPitchLimits();
|
|
|
|
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
|
|
{
|
|
inv->ChangeStatNum (STAT_INVENTORY);
|
|
inv->LinkToWorld (nullptr);
|
|
P_FindFloorCeiling(inv, FFCF_ONLYSPAWNPOS);
|
|
|
|
IFVIRTUALPTRNAME(inv, NAME_Inventory, Travelled)
|
|
{
|
|
VMValue params[1] = { inv };
|
|
VMCall(func, params, 1, nullptr, 0);
|
|
}
|
|
}
|
|
if (ib_compatflags & BCOMPATF_RESETPLAYERSPEED)
|
|
{
|
|
pawn->Speed = pawn->GetDefault()->Speed;
|
|
}
|
|
|
|
IFVIRTUALPTRNAME(pawn, NAME_PlayerPawn, Travelled)
|
|
{
|
|
VMValue params[1] = { pawn };
|
|
VMCall(func, params, 1, nullptr, 0);
|
|
}
|
|
// [ZZ] we probably don't want to fire any scripts before all players are in, especially with runNow = true.
|
|
pawns[pawnsnum++] = pawn;
|
|
}
|
|
|
|
BotInfo.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.
|
|
Thinkers.DestroyThinkersInList(STAT_TRAVELLING);
|
|
return failnum;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FLevelLocals::FLevelLocals() : Behaviors(this), tagManager(this)
|
|
{
|
|
// Make sure that these point to the right data all the time.
|
|
// This will be needed for as long as it takes to completely separate global UI state from per-level play state.
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
Players[i] = &players[i];
|
|
}
|
|
localEventManager = new EventManager(this);
|
|
}
|
|
|
|
FLevelLocals::~FLevelLocals()
|
|
{
|
|
if (localEventManager) delete localEventManager;
|
|
if (aabbTree) delete aabbTree;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FLevelLocals::Init()
|
|
{
|
|
P_InitParticles(this);
|
|
P_ClearParticles(this);
|
|
BaseBlendA = 0.0f; // Remove underwater blend effect, if any
|
|
|
|
gravity = sv_gravity * 35/TICRATE;
|
|
aircontrol = sv_aircontrol;
|
|
AirControlChanged();
|
|
teamdamage = ::teamdamage;
|
|
flags = 0;
|
|
flags2 = 0;
|
|
flags3 = 0;
|
|
ImpactDecalCount = 0;
|
|
frozenstate = 0;
|
|
|
|
info = FindLevelInfo (MapName);
|
|
|
|
skyspeed1 = info->skyspeed1;
|
|
skyspeed2 = info->skyspeed2;
|
|
skytexture1 = TexMan.GetTextureID(info->SkyPic1, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
|
|
skytexture2 = TexMan.GetTextureID(info->SkyPic2, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
|
|
fadeto = info->fadeto;
|
|
cdtrack = info->cdtrack;
|
|
cdid = info->cdid;
|
|
FromSnapshot = false;
|
|
if (fadeto == 0)
|
|
{
|
|
if (strnicmp (info->FadeTable, "COLORMAP", 8) != 0)
|
|
{
|
|
flags |= LEVEL_HASFADETABLE;
|
|
}
|
|
}
|
|
airsupply = info->airsupply*TICRATE;
|
|
outsidefog = info->outsidefog;
|
|
WallVertLight = info->WallVertLight*2;
|
|
WallHorizLight = info->WallHorizLight*2;
|
|
if (info->gravity != 0.f)
|
|
{
|
|
gravity = info->gravity * 35/TICRATE;
|
|
}
|
|
if (info->aircontrol != 0.f)
|
|
{
|
|
aircontrol = info->aircontrol;
|
|
}
|
|
if (info->teamdamage != 0.f)
|
|
{
|
|
teamdamage = info->teamdamage;
|
|
}
|
|
|
|
AirControlChanged ();
|
|
|
|
cluster_info_t *clus = FindClusterInfo (info->cluster);
|
|
|
|
partime = info->partime;
|
|
sucktime = info->sucktime;
|
|
cluster = info->cluster;
|
|
clusterflags = clus ? clus->flags : 0;
|
|
flags |= info->flags;
|
|
flags2 |= info->flags2;
|
|
flags3 |= info->flags3;
|
|
levelnum = info->levelnum;
|
|
Music = info->Music;
|
|
musicorder = info->musicorder;
|
|
MusicVolume = 1.f;
|
|
HasHeightSecs = false;
|
|
|
|
LevelName = info->LookupLevelName();
|
|
NextMap = info->NextMap;
|
|
NextSecretMap = info->NextSecretMap;
|
|
F1Pic = info->F1Pic;
|
|
AuthorName = info->AuthorName;
|
|
hazardcolor = info->hazardcolor;
|
|
hazardflash = info->hazardflash;
|
|
|
|
// GL fog stuff modifiable by SetGlobalFogParameter.
|
|
fogdensity = info->fogdensity;
|
|
outsidefogdensity = info->outsidefogdensity;
|
|
skyfog = info->skyfog;
|
|
deathsequence = info->deathsequence;
|
|
|
|
pixelstretch = info->pixelstretch;
|
|
|
|
compatflags.Callback();
|
|
compatflags2.Callback();
|
|
|
|
DefaultEnvironment = info->DefaultEnvironment;
|
|
|
|
lightMode = info->lightmode == ELightMode::NotSet? (ELightMode)*gl_lightmode : info->lightmode;
|
|
brightfog = info->brightfog < 0? gl_brightfog : !!info->brightfog;
|
|
lightadditivesurfaces = info->lightadditivesurfaces < 0 ? gl_lightadditivesurfaces : !!info->lightadditivesurfaces;
|
|
notexturefill = info->notexturefill < 0 ? gl_notexturefill : !!info->notexturefill;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FString CalcMapName (int episode, int level)
|
|
{
|
|
FString lumpname;
|
|
|
|
if (gameinfo.flags & GI_MAPxx)
|
|
{
|
|
lumpname.Format("MAP%02d", level);
|
|
}
|
|
else
|
|
{
|
|
lumpname.Format("E%01dM%01d", episode, level);
|
|
}
|
|
return lumpname;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FLevelLocals::AirControlChanged ()
|
|
{
|
|
if (aircontrol <= 1/256.)
|
|
{
|
|
airfriction = 1.;
|
|
}
|
|
else
|
|
{
|
|
// Friction is inversely proportional to the amount of control
|
|
airfriction = aircontrol * -0.0941 + 1.0004;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_WriteSnapshots(TArray<FString> &filenames, TArray<FCompressedBuffer> &buffers)
|
|
{
|
|
unsigned int i;
|
|
FString filename;
|
|
|
|
for (i = 0; i < wadlevelinfos.Size(); i++)
|
|
{
|
|
if (wadlevelinfos[i].Snapshot.mCompressedSize > 0)
|
|
{
|
|
filename.Format("%s.map.json", wadlevelinfos[i].MapName.GetChars());
|
|
filename.ToLower();
|
|
filenames.Push(filename);
|
|
buffers.Push(wadlevelinfos[i].Snapshot);
|
|
}
|
|
}
|
|
if (TheDefaultLevelInfo.Snapshot.mCompressedSize > 0)
|
|
{
|
|
filename.Format("%s.mapd.json", TheDefaultLevelInfo.MapName.GetChars());
|
|
filename.ToLower();
|
|
filenames.Push(filename);
|
|
buffers.Push(TheDefaultLevelInfo.Snapshot);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_WriteVisited(FSerializer &arc)
|
|
{
|
|
if (arc.BeginArray("visited"))
|
|
{
|
|
// Write out which levels have been visited
|
|
for (auto & wi : wadlevelinfos)
|
|
{
|
|
if (wi.flags & LEVEL_VISITED)
|
|
{
|
|
arc.AddString(nullptr, wi.MapName);
|
|
}
|
|
}
|
|
arc.EndArray();
|
|
}
|
|
|
|
// Store player classes to be used when spawning a random class
|
|
if (multiplayer)
|
|
{
|
|
arc.Array("randomclasses", SinglePlayerClass, MAXPLAYERS);
|
|
}
|
|
|
|
if (arc.BeginObject("playerclasses"))
|
|
{
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
FString key;
|
|
key.Format("%d", i);
|
|
arc(key, players[i].cls);
|
|
}
|
|
}
|
|
arc.EndObject();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_ReadSnapshots(FResourceFile *resf)
|
|
{
|
|
FString MapName;
|
|
level_info_t *i;
|
|
|
|
G_ClearSnapshots();
|
|
|
|
for (unsigned j = 0; j < resf->LumpCount(); j++)
|
|
{
|
|
FResourceLump * resl = resf->GetLump(j);
|
|
if (resl != nullptr)
|
|
{
|
|
auto name = resl->getName();
|
|
auto ptr = strstr(name, ".map.json");
|
|
if (ptr != nullptr)
|
|
{
|
|
ptrdiff_t maplen = ptr - name;
|
|
FString mapname(name, (size_t)maplen);
|
|
i = FindLevelInfo(mapname);
|
|
if (i != nullptr)
|
|
{
|
|
i->Snapshot = resl->GetRawData();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
auto ptr = strstr(name, ".mapd.json");
|
|
if (ptr != nullptr)
|
|
{
|
|
ptrdiff_t maplen = ptr - name;
|
|
FString mapname(name, (size_t)maplen);
|
|
TheDefaultLevelInfo.Snapshot = resl->GetRawData();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_ReadVisited(FSerializer &arc)
|
|
{
|
|
if (arc.BeginArray("visited"))
|
|
{
|
|
for (int s = arc.ArraySize(); s > 0; s--)
|
|
{
|
|
FString str;
|
|
arc(nullptr, str);
|
|
auto i = FindLevelInfo(str);
|
|
if (i != nullptr) i->flags |= LEVEL_VISITED;
|
|
}
|
|
arc.EndArray();
|
|
}
|
|
|
|
arc.Array("randomclasses", SinglePlayerClass, MAXPLAYERS);
|
|
|
|
if (arc.BeginObject("playerclasses"))
|
|
{
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
FString key;
|
|
key.Format("%d", i);
|
|
arc(key, players[i].cls);
|
|
}
|
|
arc.EndObject();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_WriteACSDefereds (FSerializer &arc)
|
|
{
|
|
bool found = false;
|
|
|
|
// only write this stuff if needed
|
|
for (auto &wi : wadlevelinfos)
|
|
{
|
|
if (wi.deferred.Size() > 0)
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (found && arc.BeginObject("deferred"))
|
|
{
|
|
for (auto &wi : wadlevelinfos)
|
|
{
|
|
if (wi.deferred.Size() > 0)
|
|
{
|
|
if (wi.deferred.Size() > 0)
|
|
{
|
|
arc(wi.MapName, wi.deferred);
|
|
}
|
|
}
|
|
}
|
|
arc.EndObject();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_ReadACSDefereds (FSerializer &arc)
|
|
{
|
|
FString MapName;
|
|
|
|
P_RemoveDefereds ();
|
|
|
|
if (arc.BeginObject("deferred"))
|
|
{
|
|
const char *key;
|
|
|
|
while ((key = arc.GetKey()))
|
|
{
|
|
level_info_t *i = FindLevelInfo(key);
|
|
if (i == NULL)
|
|
{
|
|
I_Error("Unknown map '%s' in savegame", key);
|
|
}
|
|
arc(nullptr, i->deferred);
|
|
}
|
|
arc.EndObject();
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// This object is responsible for marking sectors during the propagate
|
|
// stage. In case there are many, many sectors, it lets us break them
|
|
// up instead of marking them all at once.
|
|
//
|
|
//==========================================================================
|
|
|
|
class DSectorMarker : public DObject
|
|
{
|
|
enum
|
|
{
|
|
SECTORSTEPSIZE = 32,
|
|
POLYSTEPSIZE = 120,
|
|
SIDEDEFSTEPSIZE = 240
|
|
};
|
|
DECLARE_CLASS(DSectorMarker, DObject)
|
|
public:
|
|
DSectorMarker(FLevelLocals *l) : Level(l), SecNum(0),PolyNum(0),SideNum(0) {}
|
|
size_t PropagateMark();
|
|
FLevelLocals *Level;
|
|
int SecNum;
|
|
int PolyNum;
|
|
int SideNum;
|
|
};
|
|
|
|
IMPLEMENT_CLASS(DSectorMarker, true, false)
|
|
|
|
//==========================================================================
|
|
//
|
|
// DSectorMarker :: PropagateMark
|
|
//
|
|
// Propagates marks across a few sectors and reinserts itself into the
|
|
// gray list if it didn't do them all.
|
|
//
|
|
//==========================================================================
|
|
|
|
size_t DSectorMarker::PropagateMark()
|
|
{
|
|
int i;
|
|
int marked = 0;
|
|
bool moretodo = false;
|
|
int numsectors = Level->sectors.Size();
|
|
|
|
for (i = 0; i < SECTORSTEPSIZE && SecNum + i < numsectors; ++i)
|
|
{
|
|
sector_t *sec = &Level->sectors[SecNum + i];
|
|
GC::Mark(sec->SoundTarget);
|
|
GC::Mark(sec->SecActTarget);
|
|
GC::Mark(sec->floordata);
|
|
GC::Mark(sec->ceilingdata);
|
|
GC::Mark(sec->lightingdata);
|
|
for(int j = 0; j < 4; j++) GC::Mark(sec->interpolations[j]);
|
|
}
|
|
marked += i * sizeof(sector_t);
|
|
if (SecNum + i < numsectors)
|
|
{
|
|
SecNum += i;
|
|
moretodo = true;
|
|
}
|
|
|
|
if (!moretodo && Level->Polyobjects.Size() > 0)
|
|
{
|
|
for (i = 0; i < POLYSTEPSIZE && PolyNum + i < (int)Level->Polyobjects.Size(); ++i)
|
|
{
|
|
GC::Mark(Level->Polyobjects[PolyNum + i].interpolation);
|
|
}
|
|
marked += i * sizeof(FPolyObj);
|
|
if (PolyNum + i < (int)Level->Polyobjects.Size())
|
|
{
|
|
PolyNum += i;
|
|
moretodo = true;
|
|
}
|
|
}
|
|
if (!moretodo && Level->sides.Size() > 0)
|
|
{
|
|
for (i = 0; i < SIDEDEFSTEPSIZE && SideNum + i < (int)Level->sides.Size(); ++i)
|
|
{
|
|
side_t *side = &Level->sides[SideNum + i];
|
|
for (int j = 0; j < 3; j++) GC::Mark(side->textures[j].interpolation);
|
|
}
|
|
marked += i * sizeof(side_t);
|
|
if (SideNum + i < (int)Level->sides.Size())
|
|
{
|
|
SideNum += i;
|
|
moretodo = true;
|
|
}
|
|
}
|
|
// If there are more items to mark, put ourself back into the gray list.
|
|
if (moretodo)
|
|
{
|
|
Black2Gray();
|
|
GCNext = GC::Gray;
|
|
GC::Gray = this;
|
|
}
|
|
return marked;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FLevelLocals::Tick ()
|
|
{
|
|
// Reset carry sectors
|
|
if (Scrolls.Size() > 0)
|
|
{
|
|
memset (&Scrolls[0], 0, sizeof(Scrolls[0])*Scrolls.Size());
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FLevelLocals::Mark()
|
|
{
|
|
if (SectorMarker == nullptr && (sectors.Size() > 0 || Polyobjects.Size() > 0 || sides.Size() > 0))
|
|
{
|
|
SectorMarker = Create<DSectorMarker>(this);
|
|
}
|
|
else if (sectors.Size() == 0 && Polyobjects.Size() == 0 && sides.Size() == 0)
|
|
{
|
|
SectorMarker = nullptr;
|
|
}
|
|
else
|
|
{
|
|
SectorMarker->SecNum = 0;
|
|
}
|
|
|
|
GC::Mark(SectorMarker);
|
|
GC::Mark(SpotState);
|
|
GC::Mark(FraggleScriptThinker);
|
|
GC::Mark(ACSThinker);
|
|
GC::Mark(automap);
|
|
GC::Mark(interpolator.Head);
|
|
GC::Mark(SequenceListHead);
|
|
GC::Mark(BotInfo.firstthing);
|
|
GC::Mark(BotInfo.body1);
|
|
GC::Mark(BotInfo.body2);
|
|
if (localEventManager)
|
|
{
|
|
GC::Mark(localEventManager->FirstEventHandler);
|
|
GC::Mark(localEventManager->LastEventHandler);
|
|
}
|
|
Thinkers.MarkRoots();
|
|
canvasTextureInfo.Mark();
|
|
for (auto &c : CorpseQueue)
|
|
{
|
|
GC::Mark(c);
|
|
}
|
|
for (auto &s : sectorPortals)
|
|
{
|
|
GC::Mark(s.mSkybox);
|
|
}
|
|
// Mark dead bodies.
|
|
for (auto &p : bodyque)
|
|
{
|
|
GC::Mark(p);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FLevelLocals::AddScroller (int secnum)
|
|
{
|
|
if (secnum < 0)
|
|
{
|
|
return;
|
|
}
|
|
if (Scrolls.Size() == 0)
|
|
{
|
|
Scrolls.Resize(sectors.Size());
|
|
memset(&Scrolls[0], 0, sizeof(Scrolls[0])*Scrolls.Size());
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FLevelLocals::SetInterMusic(const char *nextmap)
|
|
{
|
|
auto mus = info->MapInterMusic.CheckKey(nextmap);
|
|
if (mus != nullptr)
|
|
S_ChangeMusic(mus->first, mus->second);
|
|
else if (info->InterMusic.IsNotEmpty())
|
|
S_ChangeMusic(info->InterMusic, info->intermusicorder);
|
|
else
|
|
S_ChangeMusic(gameinfo.intermissionMusic.GetChars(), gameinfo.intermissionOrder);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(FLevelLocals, SetInterMusic)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
|
|
PARAM_STRING(map);
|
|
self->SetInterMusic(map);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FLevelLocals::SetMusicVolume(float f)
|
|
{
|
|
MusicVolume = f;
|
|
I_SetMusicVolume(f);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
int FLevelLocals::GetInfighting()
|
|
{
|
|
if (flags2 & LEVEL2_TOTALINFIGHTING) return 1;
|
|
if (flags2 & LEVEL2_NOINFIGHTING) return -1;
|
|
return G_SkillProperty(SKILLP_Infight);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// transfers the compatiblity flag for old PointOnLineSide to each line.
|
|
// This gets checked in a frequently called worker function and the closer
|
|
// this info is to the data this function works on, the better.
|
|
//
|
|
//============================================================================
|
|
|
|
void FLevelLocals::SetCompatLineOnSide(bool state)
|
|
{
|
|
int on = (state && (i_compatflags2 & COMPATF2_POINTONLINE));
|
|
if (on) for (auto &l : lines) l.flags |= ML_COMPATSIDE;
|
|
else for (auto &l : lines) l.flags &= ~ML_COMPATSIDE;
|
|
}
|
|
|
|
int FLevelLocals::GetCompatibility(int mask)
|
|
{
|
|
if (info == nullptr) return mask;
|
|
else return (mask & ~info->compatmask) | (info->compatflags & info->compatmask);
|
|
}
|
|
|
|
int FLevelLocals::GetCompatibility2(int mask)
|
|
{
|
|
return (info == nullptr) ? mask
|
|
: (mask & ~info->compatmask2) | (info->compatflags2 & info->compatmask2);
|
|
}
|
|
|
|
void FLevelLocals::ApplyCompatibility()
|
|
{
|
|
int old = i_compatflags;
|
|
i_compatflags = GetCompatibility(compatflags) | ii_compatflags;
|
|
if ((old ^ i_compatflags) & COMPATF_POLYOBJ)
|
|
{
|
|
ClearAllSubsectorLinks();
|
|
}
|
|
}
|
|
|
|
void FLevelLocals::ApplyCompatibility2()
|
|
{
|
|
i_compatflags2 = GetCompatibility2(compatflags2) | ii_compatflags2;
|
|
}
|
|
|
|
//==========================================================================
|
|
// IsPointInMap
|
|
//
|
|
// Checks to see if a point is inside the void or not.
|
|
// Made by dpJudas, modified and implemented by Major Cooke
|
|
//==========================================================================
|
|
|
|
int IsPointInMap(FLevelLocals *Level, double x, double y, double z)
|
|
{
|
|
// This uses the render nodes because those are guaranteed to be GL nodes, meaning all subsectors are closed.
|
|
subsector_t *subsector = Level->PointInRenderSubsector(FLOAT2FIXED(x), FLOAT2FIXED(y));
|
|
if (!subsector) return false;
|
|
|
|
for (uint32_t i = 0; i < subsector->numlines; i++)
|
|
{
|
|
// Skip double sided lines.
|
|
seg_t *seg = subsector->firstline + i;
|
|
if (seg->backsector != nullptr || seg->linedef == nullptr) continue;
|
|
|
|
divline_t dline;
|
|
P_MakeDivline(seg->linedef, &dline);
|
|
bool pol = P_PointOnDivlineSide(x, y, &dline) < 1;
|
|
if (!pol) return false;
|
|
}
|
|
|
|
double ceilingZ = subsector->sector->ceilingplane.ZatPoint(x, y);
|
|
if (z > ceilingZ) return false;
|
|
|
|
double floorZ = subsector->sector->floorplane.ZatPoint(x, y);
|
|
if (z < floorZ) return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void FLevelLocals::SetMusic()
|
|
{
|
|
S_ChangeMusic(Music, musicorder);
|
|
}
|
|
|