gzdoom/src/g_level.cpp

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/*
** g_level.cpp
** controls movement between levels
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <assert.h>
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#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 "engineerrors.h"
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#include "doomstat.h"
#include "wi_stuff.h"
#include "filesystem.h"
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#include "am_map.h"
#include "c_dispatch.h"
#include "i_interface.h"
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#include "p_setup.h"
#include "p_local.h"
#include "r_sky.h"
#include "c_console.h"
#include "intermission/intermission.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 "sbar.h"
#include "a_lightning.h"
#include "version.h"
#include "sbarinfo.h"
#include "p_lnspec.h"
#include "cmdlib.h"
#include "d_net.h"
#include "d_netinf.h"
#include "doommenu.h"
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#include "a_sharedglobal.h"
#include "r_utility.h"
#include "p_spec.h"
#include "serializer_doom.h"
#include "vm.h"
#include "events.h"
#include "i_music.h"
#include "a_dynlight.h"
#include "p_conversation.h"
#include "p_effect.h"
#include "stringtable.h"
#include "c_buttons.h"
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#include "screenjob.h"
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#include "types.h"
#include "gstrings.h"
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#include "gi.h"
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#include "g_hub.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "i_time.h"
#include "p_maputl.h"
#include "s_music.h"
#include "fragglescript/t_script.h"
#include "texturemanager.h"
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void STAT_StartNewGame(const char *lev);
void STAT_ChangeLevel(const char *newl, FLevelLocals *Level);
FString STAT_EpisodeName();
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EXTERN_CVAR(Bool, save_formatted)
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EXTERN_CVAR (Float, sv_gravity)
EXTERN_CVAR (Float, sv_aircontrol)
EXTERN_CVAR (Int, disableautosave)
EXTERN_CVAR (String, playerclass)
extern uint8_t globalfreeze, globalchangefreeze;
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#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();
void I_UpdateWindowTitle();
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CUSTOM_CVAR(Bool, gl_brightfog, false, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
for (auto Level : AllLevels())
{
if (Level->info == nullptr || Level->info->brightfog == -1) Level->brightfog = self;
}
}
CUSTOM_CVAR(Bool, gl_lightadditivesurfaces, false, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
for (auto Level : AllLevels())
{
if (Level->info == nullptr || Level->info->lightadditivesurfaces == -1) Level->lightadditivesurfaces = self;
}
}
CUSTOM_CVAR(Bool, gl_notexturefill, false, CVAR_NOINITCALL)
{
for (auto Level : AllLevels())
{
if (Level->info == nullptr || Level->info->notexturefill == -1) Level->notexturefill = self;
}
}
CUSTOM_CVAR(Int, gl_maplightmode, -1, CVAR_NOINITCALL) // this is just for testing. -1 means 'inactive'
{
if (self > 5 || self < -1) self = -1;
}
CUSTOM_CVAR(Int, gl_lightmode, 1, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
if (self < 0 || self > 2) self = 2;
}
ELightMode getRealLightmode(FLevelLocals* Level, bool for3d)
{
auto lightmode = Level->info->lightmode;
if (lightmode == ELightMode::NotSet)
{
if (gl_maplightmode != -1) lightmode = (ELightMode)*gl_maplightmode;
else lightmode = ELightMode::Doom;
}
if (lightmode == ELightMode::Doom && for3d)
{
if (gl_lightmode == 1) lightmode = ELightMode::ZDoomSoftware;
else if (gl_lightmode == 2) lightmode = ELightMode::DoomSoftware;
}
return lightmode;
}
CVAR(Int, sv_alwaystally, 0, CVAR_SERVERINFO)
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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;
int finishstate = FINISH_NoHub;
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extern float mousex, mousey;
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extern bool sendpause, sendsave, sendturn180, SendLand;
void *statcopy; // for statistics driver
FLevelLocals level; // info about current level
FLevelLocals *primaryLevel = &level; // level for which to display the user interface.
FLevelLocals *currentVMLevel = &level; // level which currently ticks. Used as global input to the VM and some functions called by it.
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static PType* maprecordtype;
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//=============================================================================
//
//
//
//=============================================================================
void Local_Job_Init()
{
maprecordtype = NewPointer(NewStruct("MapRecord", nullptr, true));
}
//=============================================================================
//
//
//
//=============================================================================
static void CallCreateMapFunction(const char* qname, DObject* runner, level_info_t* map)
{
auto func = LookupFunction(qname);
if (func->Proto->ArgumentTypes.Size() == 1) return CallCreateFunction(qname, runner); // accept functions without map parameter as well here.
if (func->Proto->ArgumentTypes.Size() != 2) I_Error("Bad map-cutscene function %s. Must receive precisely two arguments.", qname);
if (func->Proto->ArgumentTypes[0] != cutscene.runnerclasstype && func->Proto->ArgumentTypes[1] != maprecordtype)
I_Error("Bad cutscene function %s. Must receive ScreenJobRunner and LevelInfo reference.", qname);
VMValue val[2] = { runner, map };
VMCall(func, val, 2, nullptr, 0);
}
//=============================================================================
//
//
//
//=============================================================================
bool CreateCutscene(CutsceneDef* cs, DObject* runner, level_info_t* map)
{
if (cs->function.CompareNoCase("none") == 0)
return true; // play nothing but return as being validated
if (cs->function.IsNotEmpty())
{
CallCreateMapFunction(cs->function, runner, map);
return true;
}
else if (cs->video.IsNotEmpty())
{
AddGenericVideo(runner, cs->video, cs->GetSound(), cs->framespersec);
return true;
}
return false;
}
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//==========================================================================
//
// 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;
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}
void G_DeferedInitNew (FNewGameStartup *gs)
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{
if (gs->PlayerClass != NULL) playerclass = gs->PlayerClass;
d_mapname = AllEpisodes[gs->Episode].mEpisodeMap;
d_skill = gs->Skill;
CheckWarpTransMap (d_mapname, true);
gameaction = ga_newgame2;
finishstate = FINISH_NoHub;
if (AllEpisodes[gs->Episode].mIntro.isdefined())
{
cutscene.runner = CreateRunner(false);
GC::WriteBarrier(cutscene.runner);
if (!CreateCutscene(&AllEpisodes[gs->Episode].mIntro, cutscene.runner, nullptr))
{
return;
}
cutscene.completion = [](bool) { gameaction = ga_newgame2; };
if (!ScreenJobValidate())
{
DeleteScreenJob();
cutscene.completion = nullptr;
return;
}
gameaction = ga_intermission;
}
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}
//==========================================================================
//
//
//==========================================================================
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)
{
const char *mapname = argv[1];
if (!strcmp(mapname, "*")) mapname = primaryLevel->MapName.GetChars();
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try
{
if (!P_CheckMapData(mapname))
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{
Printf ("No map %s\n", mapname);
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}
else
{
if (argv.argc() > 2 && stricmp(argv[2], "coop") == 0)
{
deathmatch = false;
multiplayernext = true;
}
else if (argv.argc() > 2 && stricmp(argv[2], "dm") == 0)
{
deathmatch = true;
multiplayernext = true;
}
G_DeferedInitNew (mapname);
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}
}
catch(CRecoverableError &error)
{
if (error.GetMessage())
Printf("%s", error.GetMessage());
}
}
else
{
Printf ("Usage: map <map name> [coop|dm]\n");
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}
}
//==========================================================================
//
//
//==========================================================================
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UNSAFE_CCMD(recordmap)
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{
if (netgame)
{
Printf("You cannot record a new game while in a netgame.\n");
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return;
}
if (argv.argc() > 2)
{
const char *mapname = argv[2];
if (!strcmp(mapname, "*")) mapname = primaryLevel->MapName.GetChars();
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try
{
if (!P_CheckMapData(mapname))
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{
Printf("No map %s\n", mapname);
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}
else
{
if (argv.argc() > 3 && stricmp(argv[3], "coop") == 0)
{
deathmatch = false;
multiplayernext = true;
}
else if (argv.argc() > 3 && stricmp(argv[3], "dm") == 0)
{
deathmatch = true;
multiplayernext = true;
}
G_DeferedInitNew(mapname);
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gameaction = ga_recordgame;
newdemoname = argv[1];
newdemomap = mapname;
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}
}
catch (CRecoverableError &error)
{
if (error.GetMessage())
Printf("%s", error.GetMessage());
}
}
else
{
Printf("Usage: recordmap <filename> <map name> [coop|dm]\n");
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}
}
//==========================================================================
//
//
//==========================================================================
UNSAFE_CCMD (open)
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{
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
{
if (argv.argc() > 2 && stricmp(argv[2], "coop") == 0)
{
deathmatch = false;
multiplayernext = true;
}
else if (argv.argc() > 2 && stricmp(argv[2], "dm") == 0)
{
deathmatch = true;
multiplayernext = true;
}
gameaction = ga_newgame2;
d_skill = -1;
}
}
else
{
Printf ("Usage: open <map file> [coop|dm]\n");
}
}
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//==========================================================================
//
//
//==========================================================================
void G_NewInit ()
{
int i;
// Destory all old player refrences that may still exist
TThinkerIterator<AActor> it(primaryLevel, NAME_PlayerPawn, STAT_TRAVELLING);
AActor *pawn, *next;
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next = it.Next();
while ((pawn = next) != NULL)
{
next = it.Next();
pawn->flags |= MF_NOSECTOR | MF_NOBLOCKMAP;
pawn->Destroy();
}
if (primaryLevel->FraggleScriptThinker) primaryLevel->FraggleScriptThinker->Destroy();
primaryLevel->FraggleScriptThinker = nullptr;
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// Destroy thinkers that may remain after change level failure
// Usually, the list contains just a sentinel when such error occurred
primaryLevel->Thinkers.DestroyThinkersInList(STAT_TRAVELLING);
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G_ClearSnapshots ();
netgame = false;
multiplayer = multiplayernext;
multiplayernext = false;
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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(p->userinfo);
const int chasecam = p->cheats & CF_CHASECAM;
const bool settings_controller = p->settings_controller;
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p->~player_t();
::new(p) player_t;
p->settings_controller = settings_controller;
p->cheats |= chasecam;
p->playerstate = PST_DEAD;
p->userinfo.TransferFrom(saved_ui);
playeringame[i] = false;
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}
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;
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// did we have any level before?
if (primaryLevel->info != nullptr)
staticEventManager.WorldUnloaded(FString()); // [MK] don't pass the new map, as it's not a level transition
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UnlatchCVars ();
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if (!savegamerestore)
{
G_ClearHubInfo();
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G_ClearSnapshots ();
P_RemoveDefereds ();
// [RH] Mark all levels as not visited
for (unsigned int i = 0; i < wadlevelinfos.Size(); i++)
wadlevelinfos[i].flags = wadlevelinfos[i].flags & ~LEVEL_VISITED;
auto redirectmap = FindLevelInfo(mapname);
if (redirectmap->RedirectCVAR != NAME_None)
redirectmap = redirectmap->CheckLevelRedirect();
if (redirectmap && redirectmap->MapName.GetChars()[0])
mapname = redirectmap->MapName;
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}
G_VerifySkill();
UnlatchCVars ();
globalfreeze = globalchangefreeze = 0;
for (auto Level : AllLevels())
{
Level->Thinkers.DestroyThinkersInList(STAT_STATIC);
}
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if (paused)
{
paused = 0;
S_ResumeSound (false);
}
ST_CreateStatusBar(bTitleLevel);
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setsizeneeded = true;
// [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);
primaryLevel->time = 0;
primaryLevel->maptime = 0;
primaryLevel->totaltime = 0;
primaryLevel->spawnindex = 0;
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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;
//Added by MC: Initialize bots.
if (!deathmatch)
{
primaryLevel->BotInfo.Init ();
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}
if (bTitleLevel)
{
gamestate = GS_TITLELEVEL;
}
else if (gamestate != GS_STARTUP)
{
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");
}
}
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}
//
// 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.
//
//==========================================================================
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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)
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{
if (!isPrimaryLevel()) return; // only the primary level may exit.
FString nextlevel;
level_info_t *nextinfo = nullptr;
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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.
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{
return;
}
if (levelname == NULL || *levelname == 0)
{
// end the game
levelname = NULL;
if (!NextMap.Compare("enDSeQ",6))
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{
nextlevel = NextMap; // If there is already an end sequence please leave it alone!
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}
else
{
nextlevel.Format("enDSeQ%04x", gameinfo.DefaultEndSequence.GetIndex());
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}
}
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;
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if (inflags & CHANGELEVEL_NOINTERMISSION)
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{
flags |= LEVEL_NOINTERMISSION;
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}
cluster_info_t *thiscluster = FindClusterInfo (cluster);
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cluster_info_t *nextcluster = nextinfo? FindClusterInfo (nextinfo->cluster) : NULL;
startpos = position;
SetMusicVolume(1.0);
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if (nextinfo != NULL)
{
if (thiscluster != nextcluster || (thiscluster && !(thiscluster->flags & CLUSTER_HUB)))
{
if (nextinfo->flags2 & LEVEL2_RESETINVENTORY)
{
inflags |= CHANGELEVEL_RESETINVENTORY;
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}
if (nextinfo->flags2 & LEVEL2_RESETHEALTH)
{
inflags |= CHANGELEVEL_RESETHEALTH;
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}
}
}
changeflags = inflags;
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BotInfo.End(); //Added by MC:
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// [RH] Give scripts a chance to do something
unloading = true;
Behaviors.StartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true);
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// [ZZ] safe world unload
for (auto Level : AllLevels())
{
// Todo: This must be exolicitly sandboxed!
Level->localEventManager->WorldUnloaded(nextlevel);
}
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// [ZZ] unsafe world unload (changemap != map)
staticEventManager.WorldUnloaded(nextlevel);
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unloading = false;
STAT_ChangeLevel(nextlevel, this);
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if (thiscluster && (thiscluster->flags & CLUSTER_HUB))
{
if (!ShouldDoIntermission(nextcluster, thiscluster))
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NoWipe = 35;
D_DrawIcon = "TELEICON";
}
for(int i = 0; i < MAXPLAYERS; i++)
{
if (PlayerInGame(i))
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{
player_t *player = Players[i];
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// 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)
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{
// 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);
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}
}
}
// Set global transition state.
gameaction = ga_completed;
::nextlevel = nextlevel;
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}
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;
}
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//==========================================================================
//
//
//==========================================================================
const char *FLevelLocals::GetSecretExitMap()
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{
const char *nextmap = NextMap;
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if (NextSecretMap.Len() > 0)
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{
if (NextSecretMap.Compare("enDSeQ", 6) == 0 || P_CheckMapData(NextSecretMap))
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{
nextmap = NextSecretMap;
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}
}
return nextmap;
}
//==========================================================================
//
//
//==========================================================================
void FLevelLocals::ExitLevel (int position, bool keepFacing)
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{
flags3 |= LEVEL3_EXITNORMALUSED;
ChangeLevel(NextMap, position, keepFacing ? CHANGELEVEL_KEEPFACING : 0);
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}
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)
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{
flags3 |= LEVEL3_EXITSECRETUSED;
ChangeLevel(GetSecretExitMap(), position, 0);
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}
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;
}
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//==========================================================================
//
//
//==========================================================================
static wbstartstruct_t staticWmInfo;
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DIntermissionController* FLevelLocals::CreateIntermission()
{
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DIntermissionController* controller = nullptr;
cluster_info_t *nextcluster;
cluster_info_t *thiscluster;
if (flags & LEVEL_CHANGEMAPCHEAT)
return nullptr;
thiscluster = FindClusterInfo (cluster);
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bool endgame = strncmp (nextlevel, "enDSeQ", 6) == 0;
if (endgame)
{
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))
{
controller = 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))
{
controller = 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))
{
controller = 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 controller;
}
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())
{
controller = 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())
{
controller = 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);
}
}
}
return controller;
}
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//=============================================================================
//
//
//
//=============================================================================
void RunIntermission(level_info_t* fromMap, level_info_t* toMap, DIntermissionController* intermissionScreen, DObject* statusScreen, std::function<void(bool)> completionf)
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{
cutscene.runner = CreateRunner(false);
GC::WriteBarrier(cutscene.runner);
cutscene.completion = std::move(completionf);
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// retrieve cluster relations for cluster-based cutscenes.
cluster_info_t* fromcluster = nullptr, *tocluster = nullptr;
if (fromMap) fromcluster = FindClusterInfo(fromMap->cluster);
if (toMap) tocluster = FindClusterInfo(toMap->cluster);
if (fromcluster == tocluster) fromcluster = tocluster = nullptr;
if (fromMap)
{
if (!CreateCutscene(&fromMap->outro, cutscene.runner, fromMap))
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{
if (fromcluster != nullptr) CreateCutscene(&fromcluster->outro, cutscene.runner, fromMap);
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}
}
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auto func = LookupFunction("DoomCutscenes.BuildMapTransition");
if (func == nullptr)
{
I_Error("Script function 'DoomCutscenes.BuildMapTransition' not found");
}
VMValue val[3] = { cutscene.runner, intermissionScreen, statusScreen };
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VMCall(func, val, 3, nullptr, 0);
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if (toMap)
{
if (!CreateCutscene(&toMap->intro, cutscene.runner, toMap))
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{
if (tocluster != nullptr) CreateCutscene(&tocluster->intro, cutscene.runner, toMap);
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}
}
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if (!ScreenJobValidate())
{
DeleteScreenJob();
if (cutscene.completion) cutscene.completion(false);
cutscene.completion = nullptr;
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return;
}
gameaction = ga_intermission;
}
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void G_DoCompleted (void)
{
gameaction = ga_nothing;
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if ( gamestate == GS_DEMOSCREEN
|| gamestate == GS_FULLCONSOLE
|| gamestate == GS_STARTUP)
{
return;
}
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if (gamestate == GS_TITLELEVEL)
{
G_DoLoadLevel (nextlevel, startpos, false, false);
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startpos = 0;
viewactive = true;
return;
}
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if (automapactive)
AM_Stop ();
// Close the conversation menu if open.
P_FreeStrifeConversations ();
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bool playinter = primaryLevel->DoCompleted(nextlevel, staticWmInfo);
S_StopAllChannels();
for (auto Level : AllLevels())
{
SN_StopAllSequences(Level);
}
// todo: create end of level screenjob
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DObject* statusScreen = nullptr;
DIntermissionController* intermissionScreen = nullptr;
if (playinter)
{
// [RH] If you ever get a statistics driver operational, adapt this.
// if (statcopy)
// memcpy (statcopy, &wminfo, sizeof(wminfo));
statusScreen = WI_Start (&staticWmInfo);
}
bool endgame = strncmp(nextlevel, "enDSeQ", 6) == 0;
intermissionScreen = primaryLevel->CreateIntermission();
auto nextinfo = !playinter || endgame? nullptr : FindLevelInfo(nextlevel, false);
RunIntermission(primaryLevel->info, nextinfo, intermissionScreen, statusScreen, [=](bool)
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{
if (!endgame) primaryLevel->WorldDone();
else D_StartTitle();
});
}
//==========================================================================
//
// 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;
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if (deathmatch &&
(*dmflags & DF_SAME_LEVEL) &&
!(flags & LEVEL_CHANGEMAPCHEAT))
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{
wminfo.next = MapName;
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wminfo.LName1 = wminfo.LName0;
wminfo.nextname = wminfo.thisname;
wminfo.nextauthor = wminfo.thisauthor;
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}
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 = "";
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}
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();
}
}
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}
}
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;
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wminfo.maxfrags = 0;
wminfo.partime = TICRATE * partime;
wminfo.sucktime = sucktime;
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wminfo.pnum = consoleplayer;
wminfo.totaltime = totaltime;
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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;
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}
// [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
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// 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);
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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);
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// Do not allow playing sounds in here - they'd never be able to play properly.
soundEngine->BlockNewSounds(true);
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for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{ // take away appropriate inventory
G_PlayerFinishLevel (i, mode, changeflags);
}
}
soundEngine->BlockNewSounds(false);
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if (mode == FINISH_SameHub)
{ // Remember the level's state for re-entry.
if (!(flags2 & LEVEL2_FORGETSTATE))
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{
SnapshotLevel ();
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// Do not free any global strings this level might reference
// while it's not loaded.
Behaviors.LockLevelVarStrings(levelnum);
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}
else
{ // Make sure we don't have a snapshot lying around from before.
info->Snapshot.Clean();
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}
}
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;
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}
finishstate = mode;
return ShouldDoIntermission(nextcluster, thiscluster);
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}
//==========================================================================
//
//
//==========================================================================
class DAutosaver : public DThinker
{
DECLARE_CLASS (DAutosaver, DThinker)
public:
void Construct() {}
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void Tick ();
};
IMPLEMENT_CLASS(DAutosaver, false, false)
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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)
{
2016-03-01 15:47:10 +00:00
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;
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int i;
if (NextSkill >= 0)
{
UCVarValue val;
val.Int = NextSkill;
gameskill->ForceSet (val, CVAR_Int);
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NextSkill = -1;
}
if (position == -1)
position = lastposition;
else
lastposition = position;
Init();
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StatusBar->DetachAllMessages ();
// Force 'teamplay' to 'true' if need be.
if (flags2 & LEVEL2_FORCETEAMPLAYON)
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teamplay = true;
// Force 'teamplay' to 'false' if need be.
if (flags2 & LEVEL2_FORCETEAMPLAYOFF)
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teamplay = false;
if (isPrimaryLevel())
{
FString mapname = nextmapname;
mapname.ToUpper();
Printf(PRINT_HIGH | PRINT_NONOTIFY, "\n" TEXTCOLOR_NORMAL "%s\n\n" TEXTCOLOR_BOLD "%s - %s\n\n", console_bar, mapname.GetChars(), LevelName.GetChars());
}
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// 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);
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// [RH] Set up details about sky rendering
InitSkyMap (this);
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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));
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if (!(dmflags2 & DF2_YES_KEEPFRAGS) && (alwaysapplydmflags || deathmatch))
Players[i]->fragcount = 0;
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}
if (changeflags & CHANGELEVEL_NOMONSTERS)
{
flags2 |= LEVEL2_NOMONSTERS;
2016-03-01 15:47:10 +00:00
}
else
{
flags2 &= ~LEVEL2_NOMONSTERS;
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}
if (changeflags & CHANGELEVEL_PRERAISEWEAPON)
{
flags2 |= LEVEL2_PRERAISEWEAPON;
2016-03-01 15:47:10 +00:00
}
maptime = 0;
if (newGame)
{
staticEventManager.NewGame();
}
P_SetupLevel (this, position, newGame);
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//Added by MC: Initialize bots.
if (deathmatch)
{
BotInfo.Init ();
2016-03-01 15:47:10 +00:00
}
if (timingdemo)
{
static bool firstTime = true;
if (firstTime)
{
starttime = I_GetTime ();
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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);
}
}
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// 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))
2016-03-01 15:47:10 +00:00
{
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);
}
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}
}
if (FromSnapshot)
{
// [Nash] run REOPEN scripts upon map re-entry
Behaviors.StartTypedScripts(SCRIPT_Reopen, NULL, false);
}
StatusBar->AttachToPlayer (&players[consoleplayer]);
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// 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.
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// [RH] Always save the game when entering a new
2016-03-01 15:47:10 +00:00
if (autosave && !savegamerestore && disableautosave < 1)
{
CreateThinker<DAutosaver>();
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}
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if (pnumerr > 0)
{
I_Error("no start for player %d found.", pnumerr);
}
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}
//==========================================================================
//
// G_WorldDone
//
//==========================================================================
void FLevelLocals::WorldDone (void)
{
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gameaction = ga_worlddone;
//Added by mc
if (deathmatch)
{
BotInfo.RemoveAllBots(this, consoleplayer != Net_Arbitrator);
}
}
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DEFINE_ACTION_FUNCTION(FLevelLocals, WorldDone)
{
// This is just a dummy to make old status screens happy.
return 0;
}
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//==========================================================================
//
//
//==========================================================================
void G_DoWorldDone (void)
{
gamestate = GS_LEVEL;
if (nextlevel.IsEmpty())
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{
// Don't crash if no next map is given. Just repeat the current one.
Printf ("No next map specified.\n");
nextlevel = primaryLevel->MapName;
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}
primaryLevel->StartTravel ();
G_DoLoadLevel (nextlevel, startpos, true, false);
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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.
//
//==========================================================================
2019-01-29 15:11:23 +00:00
void FLevelLocals::StartTravel ()
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{
if (deathmatch)
return;
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
AActor *pawn = Players[i]->mo;
AActor *inv;
Players[i]->camera = nullptr;
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// Only living players travel. Dead ones get a new body on the new level.
if (Players[i]->health > 0)
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{
pawn->UnlinkFromWorld (nullptr);
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int tid = pawn->tid; // Save TID
pawn->SetTID(0);
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pawn->tid = tid; // Restore TID (but no longer linked into the hash chain)
pawn->ChangeStatNum (STAT_TRAVELLING);
pawn->DeleteAttachedLights();
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for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
{
inv->ChangeStatNum (STAT_TRAVELLING);
inv->UnlinkFromWorld (nullptr);
inv->DeleteAttachedLights();
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}
}
}
}
BotInfo.StartTravel ();
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}
//==========================================================================
//
// 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).
//
//==========================================================================
2019-01-29 15:11:23 +00:00
int FLevelLocals::FinishTravel ()
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{
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auto it = GetThinkerIterator<AActor>(NAME_PlayerPawn, STAT_TRAVELLING);
AActor *pawn, *pawndup, *oldpawn, *next;
AActor *inv;
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FPlayerStart *start;
int pnum;
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int failnum = 0;
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//
AActor* pawns[MAXPLAYERS];
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int pawnsnum = 0;
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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);
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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.
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if (failnum == 0) failnum = pnum + 1;
}
}
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oldpawn = pawndup;
// The player being spawned here is a short lived dummy and
// must not start any ENTER script or big problems will happen.
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pawndup = SpawnPlayer(start, pnum, SPF_TEMPPLAYER);
if (pawndup != NULL)
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{
if (!(changeflags & CHANGELEVEL_KEEPFACING))
{
pawn->Angles = pawndup->Angles;
}
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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;
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pawn->Floorclip = pawndup->Floorclip;
pawn->waterlevel = pawndup->waterlevel;
Squashed commit of the following: commit 553c4c12abd15e5f8fa02496ccfde81bdfdb53b0 Merge: cb03de5d2 add4ff12a Author: nashmuhandes <nashbackslash@gmail.com> Date: Mon Feb 14 18:55:52 2022 +0800 Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink commit cb03de5d2fdcba8a32b83be32579be935c8b6600 Author: nashmuhandes <nashbackslash@gmail.com> Date: Tue Jan 25 12:54:33 2022 +0800 Re-add WaterDepth to the custom namedef file commit 8d1ff3c16018dd7c73c8950aa4c51f2bc0207837 Merge: f201e6307 a9eaae074 Author: nashmuhandes <nashbackslash@gmail.com> Date: Tue Jan 25 12:52:57 2022 +0800 Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink # Conflicts: # src/common/engine/namedef.h commit f201e630706fc0ea7628b8a32bd5d88afb712208 Author: nashmuhandes <nashbackslash@gmail.com> Date: Sun Jan 16 20:45:27 2022 +0800 Fix compile error (MAX() -> max()) commit fe292ebd4312afe34b1e35e4c1eafba0dc168920 Merge: 3f9150c4e 12ed24d06 Author: nashmuhandes <nashbackslash@gmail.com> Date: Sun Jan 16 20:37:58 2022 +0800 Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink # Conflicts: # src/playsim/p_mobj.cpp commit 3f9150c4eae1c5c5510e8f9b1c4bfaab46a96b8f Author: nashmuhandes <nashbackslash@gmail.com> Date: Sat May 29 05:32:54 2021 +0800 - Implement virtual Actor.FallAndSink for scriptable falling and water physics - Added Actor.WaterDepth to retrieve how submerged and actor is, in map units Original work credited to "gzdoomthrowaway"
2022-05-31 16:42:58 +00:00
pawn->waterdepth = pawndup->waterdepth;
}
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else if (failnum == 0) // In the failure case this may run into some undefined data.
{
P_FindFloorCeiling(pawn);
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}
pawn->target = nullptr;
pawn->lastenemy = nullptr;
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pawn->player->mo = pawn;
pawn->player->camera = pawn;
pawn->player->viewheight = pawn->player->DefaultViewHeight();
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pawn->flags2 &= ~MF2_BLASTED;
if (oldpawn != nullptr)
{
StaticPointerSubstitution (oldpawn, pawn);
oldpawn->Destroy();
}
if (pawndup != NULL)
{
pawndup->Destroy();
}
pawn->LinkToWorld (nullptr);
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pawn->ClearInterpolation();
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pawn->ClearFOVInterpolation();
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)
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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);
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IFVIRTUALPTRNAME(inv, NAME_Inventory, Travelled)
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{
VMValue params[1] = { inv };
VMCall(func, params, 1, nullptr, 0);
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}
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}
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);
}
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// [ZZ] we probably don't want to fire any scripts before all players are in, especially with runNow = true.
pawns[pawnsnum++] = pawn;
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}
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);
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return failnum;
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}
//==========================================================================
//
//
//==========================================================================
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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);
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}
FLevelLocals::~FLevelLocals()
{
if (localEventManager) delete localEventManager;
if (aabbTree) delete aabbTree;
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}
//==========================================================================
//
//
//==========================================================================
void FLevelLocals::Init()
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{
P_InitParticles(this);
P_ClearParticles(this);
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gravity = sv_gravity * 35/TICRATE;
aircontrol = sv_aircontrol;
AirControlChanged();
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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)
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{
if (strnicmp (info->FadeTable, "COLORMAP", 8) != 0)
{
flags |= LEVEL_HASFADETABLE;
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}
}
airsupply = info->airsupply*TICRATE;
outsidefog = info->outsidefog;
WallVertLight = info->WallVertLight*2;
WallHorizLight = info->WallHorizLight*2;
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if (info->gravity != 0.f)
{
gravity = info->gravity * 35/TICRATE;
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}
if (info->aircontrol != 0.f)
{
aircontrol = info->aircontrol;
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}
if (info->teamdamage != 0.f)
{
teamdamage = info->teamdamage;
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}
AirControlChanged ();
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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;
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pixelstretch = info->pixelstretch;
compatflags->Callback();
compatflags2->Callback();
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DefaultEnvironment = info->DefaultEnvironment;
brightfog = info->brightfog < 0? gl_brightfog : !!info->brightfog;
lightadditivesurfaces = info->lightadditivesurfaces < 0 ? gl_lightadditivesurfaces : !!info->lightadditivesurfaces;
notexturefill = info->notexturefill < 0 ? gl_notexturefill : !!info->notexturefill;
2016-03-01 15:47:10 +00:00
}
//==========================================================================
//
//
//==========================================================================
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);
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}
return lumpname;
}
//==========================================================================
//
//
//==========================================================================
void FLevelLocals::AirControlChanged ()
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{
if (aircontrol <= 1/256.)
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{
airfriction = 1.;
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}
else
{
// Friction is inversely proportional to the amount of control
airfriction = aircontrol * -0.0941 + 1.0004;
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}
}
//==========================================================================
//
//
//==========================================================================
void G_WriteSnapshots(TArray<FString> &filenames, TArray<FCompressedBuffer> &buffers)
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{
unsigned int i;
FString filename;
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for (i = 0; i < wadlevelinfos.Size(); i++)
{
if (wadlevelinfos[i].Snapshot.mCompressedSize > 0)
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{
filename.Format("%s.map.json", wadlevelinfos[i].MapName.GetChars());
filename.ToLower();
filenames.Push(filename);
buffers.Push(wadlevelinfos[i].Snapshot);
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}
}
if (TheDefaultLevelInfo.Snapshot.mCompressedSize > 0)
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{
filename.Format("%s.mapd.json", TheDefaultLevelInfo.MapName.GetChars());
filename.ToLower();
filenames.Push(filename);
buffers.Push(TheDefaultLevelInfo.Snapshot);
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}
}
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//==========================================================================
//
//
//==========================================================================
void G_WriteVisited(FSerializer &arc)
{
if (arc.BeginArray("visited"))
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{
// Write out which levels have been visited
for (auto & wi : wadlevelinfos)
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{
if (wi.flags & LEVEL_VISITED)
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{
arc.AddString(nullptr, wi.MapName);
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}
}
arc.EndArray();
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}
// Store player classes to be used when spawning a random class
if (multiplayer)
{
arc.Array("randomclasses", SinglePlayerClass, MAXPLAYERS);
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}
if (arc.BeginObject("playerclasses"))
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{
for (int i = 0; i < MAXPLAYERS; ++i)
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{
if (playeringame[i])
{
FString key;
key.Format("%d", i);
arc(key, players[i].cls);
}
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}
arc.EndObject();
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}
}
//==========================================================================
//
//
//==========================================================================
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void G_ReadSnapshots(FResourceFile *resf)
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{
FString MapName;
level_info_t *i;
G_ClearSnapshots();
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for (unsigned j = 0; j < resf->LumpCount(); j++)
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{
auto resl = resf->GetLump(j);
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if (resl != nullptr)
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{
auto name = resl->getName();
auto ptr = strstr(name, ".map.json");
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if (ptr != nullptr)
{
ptrdiff_t maplen = ptr - name;
FString mapname(name, (size_t)maplen);
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i = FindLevelInfo(mapname);
if (i != nullptr)
{
i->Snapshot = resl->GetRawData();
}
}
else
{
auto ptr = strstr(name, ".mapd.json");
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if (ptr != nullptr)
{
ptrdiff_t maplen = ptr - name;
FString mapname(name, (size_t)maplen);
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TheDefaultLevelInfo.Snapshot = resl->GetRawData();
}
}
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}
}
}
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//==========================================================================
//
//
//==========================================================================
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void G_ReadVisited(FSerializer &arc)
{
if (arc.BeginArray("visited"))
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{
for (int s = arc.ArraySize(); s > 0; s--)
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{
FString str;
arc(nullptr, str);
auto i = FindLevelInfo(str);
if (i != nullptr) i->flags |= LEVEL_VISITED;
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}
arc.EndArray();
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}
arc.Array("randomclasses", SinglePlayerClass, MAXPLAYERS);
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if (arc.BeginObject("playerclasses"))
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{
for (int i = 0; i < MAXPLAYERS; ++i)
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{
FString key;
key.Format("%d", i);
arc(key, players[i].cls);
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}
arc.EndObject();
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}
}
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//==========================================================================
//
//
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//==========================================================================
void P_WriteACSDefereds (FSerializer &arc)
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{
bool found = false;
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// only write this stuff if needed
for (auto &wi : wadlevelinfos)
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{
if (wi.deferred.Size() > 0)
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{
found = true;
break;
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}
}
if (found && arc.BeginObject("deferred"))
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{
for (auto &wi : wadlevelinfos)
{
if (wi.deferred.Size() > 0)
{
if (wi.deferred.Size() > 0)
{
arc(wi.MapName, wi.deferred);
}
}
}
arc.EndObject();
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}
}
//==========================================================================
//
//
//==========================================================================
void P_ReadACSDefereds (FSerializer &arc)
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{
FString MapName;
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P_RemoveDefereds ();
if (arc.BeginObject("deferred"))
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{
const char *key;
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while ((key = arc.GetKey()))
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{
level_info_t *i = FindLevelInfo(key);
if (i == NULL)
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{
I_Error("Unknown map '%s' in savegame", key);
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}
arc(nullptr, i->deferred);
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}
arc.EndObject();
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}
}
//==========================================================================
//
// 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;
}
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//==========================================================================
//
//
//==========================================================================
void FLevelLocals::Tick ()
{
// Reset carry sectors
if (Scrolls.Size() > 0)
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{
memset (&Scrolls[0], 0, sizeof(Scrolls[0])*Scrolls.Size());
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}
}
//==========================================================================
//
//
//==========================================================================
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);
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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)
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{
if (secnum < 0)
{
return;
}
if (Scrolls.Size() == 0)
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{
Scrolls.Resize(sectors.Size());
memset(&Scrolls[0], 0, sizeof(Scrolls[0])*Scrolls.Size());
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}
}
//==========================================================================
//
//
//==========================================================================
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));
2019-03-23 14:28:10 +00:00
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);
}
DEFINE_ACTION_FUNCTION(FLevelLocals, GetClusterName)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals)
cluster_info_t* cluster = FindClusterInfo(self->cluster);
FString retval;
if (cluster)
{
if (cluster->flags & CLUSTER_LOOKUPNAME)
retval = GStrings(cluster->ClusterName);
else
retval = cluster->ClusterName;
}
ACTION_RETURN_STRING(retval);
}
DEFINE_ACTION_FUNCTION(FLevelLocals, GetEpisodeName)
{
// this is a bit of a crapshoot because ZDoom never assigned a level to an episode
// and retroactively fixing this is not possible.
// This will need some heuristics to assign a proper episode to each existing level.
// Stuff for later. for now this just checks the STAT module for the currently running episode,
// which should be fine unless cheating.
ACTION_RETURN_STRING(GStrings.localize(STAT_EpisodeName()));
}