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>
#include "templates.h"
#include "d_main.h"
#include "g_level.h"
#include "g_game.h"
#include "s_sound.h"
#include "d_event.h"
#include "m_random.h"
#include "doomerrors.h"
#include "doomstat.h"
#include "wi_stuff.h"
#include "w_wad.h"
#include "am_map.h"
#include "c_dispatch.h"
#include "i_system.h"
#include "p_setup.h"
#include "p_local.h"
#include "r_sky.h"
#include "c_console.h"
#include "intermission/intermission.h"
#include "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 "menu/menu.h"
#include "a_sharedglobal.h"
#include "r_renderer.h"
#include "r_utility.h"
#include "p_spec.h"
#include "serializer.h"
#include "vm.h"
#include "events.h"
#include "i_music.h"
#include "a_dynlight.h"
#include "p_conversation.h"
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#include "gi.h"
#include "g_hub.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "i_time.h"
#include "p_maputl.h"
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void STAT_StartNewGame(const char *lev);
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)
EXTERN_CVAR (Float, sv_aircontrol)
EXTERN_CVAR (Int, disableautosave)
EXTERN_CVAR (String, playerclass)
#define SNAP_ID MAKE_ID('s','n','A','p')
#define DSNP_ID MAKE_ID('d','s','N','p')
#define VIST_ID MAKE_ID('v','i','S','t')
#define ACSD_ID MAKE_ID('a','c','S','d')
#define RCLS_ID MAKE_ID('r','c','L','s')
#define PCLS_ID MAKE_ID('p','c','L','s')
void G_VerifySkill();
CUSTOM_CVAR(Bool, gl_brightfog, false, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
if (level.info == nullptr || level.info->brightfog == -1) level.brightfog = self;
}
CUSTOM_CVAR(Bool, gl_lightadditivesurfaces, false, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
if (level.info == nullptr || level.info->lightadditivesurfaces == -1) level.lightadditivesurfaces = self;
}
CUSTOM_CVAR(Bool, gl_notexturefill, false, CVAR_NOINITCALL)
{
if (level.info == nullptr || level.info->notexturefill == -1) level.notexturefill = self;
}
CUSTOM_CVAR(Int, gl_lightmode, 3, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
int newself = self;
if (newself > 8) newself = 16; // use 8 and 16 for software lighting to avoid conflicts with the bit mask
else if (newself > 4) newself = 8;
else if (newself < 0) newself = 0;
if (self != newself) self = newself;
else if ((level.info == nullptr || level.info->lightmode == ELightMode::NotSet)) level.lightMode = (ELightMode)*self;
}
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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 int mousex, mousey;
extern bool sendpause, sendsave, sendturn180, SendLand;
void *statcopy; // for statistics driver
FLevelLocals level; // info about current level
FLevelLocals *currentUILevel = &level; // level for which to display the user interface.
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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;
}
void G_DeferedInitNew (FGameStartup *gs)
{
if (gs->PlayerClass != NULL) playerclass = gs->PlayerClass;
d_mapname = AllEpisodes[gs->Episode].mEpisodeMap;
d_skill = gs->Skill;
CheckWarpTransMap (d_mapname, true);
gameaction = ga_newgame2;
finishstate = FINISH_NoHub;
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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 = level.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 = level.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(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();
}
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 (level.info != nullptr)
E_WorldUnloadedUnsafe();
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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;
}
UnlatchCVars ();
G_VerifySkill();
UnlatchCVars ();
DThinker::DestroyThinkersInList(STAT_STATIC);
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if (paused)
{
paused = 0;
S_ResumeSound (false);
}
ST_CreateStatusBar(bTitleLevel);
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setsizeneeded = true;
if (gameinfo.gametype == GAME_Strife || (SBarInfoScript[SCRIPT_CUSTOM] != NULL && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife))
{
// Set the initial quest log text for Strife.
for (i = 0; i < MAXPLAYERS; ++i)
{
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if (playeringame[i])
players[i].SetLogText ("Find help");
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}
}
// [RH] If this map doesn't exist, bomb out
if (!P_CheckMapData(mapname))
{
I_Error ("Could not find map %s\n", mapname);
}
wantFast = !!G_SkillProperty(SKILLP_FastMonsters);
GameSpeed = wantFast ? SPEED_Fast : SPEED_Normal;
if (!savegamerestore)
{
if (!netgame && !demorecording && !demoplayback)
{
// [RH] Change the random seed for each new single player game
// [ED850] The demo already sets the RNG.
rngseed = use_staticrng ? staticrngseed : (rngseed + 1);
}
FRandom::StaticClearRandom ();
P_ClearACSVars(true);
level.time = 0;
level.maptime = 0;
level.totaltime = 0;
level.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)
{
bglobal.Init ();
}
level.MapName = mapname;
if (bTitleLevel)
{
gamestate = GS_TITLELEVEL;
}
else if (gamestate != GS_STARTUP)
{
gamestate = GS_LEVEL;
}
G_DoLoadLevel (0, false, !savegamerestore);
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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)
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void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill)
{
level_info_t *nextinfo = NULL;
if (unloading)
{
Printf (TEXTCOLOR_RED "Unloading scripts cannot exit the level again.\n");
return;
}
if (gameaction == ga_completed && !(i_compatflags2 & COMPATF2_MULTIEXIT)) // do not exit multiple times.
{
return;
}
if (levelname == NULL || *levelname == 0)
{
// end the game
levelname = NULL;
if (!level.NextMap.Compare("enDSeQ",6))
{
nextlevel = level.NextMap; // If there is already an end sequence please leave it alone!
}
else
{
nextlevel.Format("enDSeQ%04x", int(gameinfo.DefaultEndSequence));
}
}
else if (strncmp(levelname, "enDSeQ", 6) != 0)
{
FString reallevelname = levelname;
CheckWarpTransMap(reallevelname, true);
nextinfo = FindLevelInfo (reallevelname, false);
if (nextinfo != NULL)
{
level_info_t *nextredir = nextinfo->CheckLevelRedirect();
if (nextredir != NULL)
{
nextinfo = nextredir;
}
nextlevel = nextinfo->MapName;
}
else
{
nextlevel = levelname;
}
}
else
{
nextlevel = levelname;
}
if (nextSkill != -1)
NextSkill = nextSkill;
if (flags & CHANGELEVEL_NOINTERMISSION)
{
level.flags |= LEVEL_NOINTERMISSION;
}
cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
cluster_info_t *nextcluster = nextinfo? FindClusterInfo (nextinfo->cluster) : NULL;
startpos = position;
gameaction = ga_completed;
level.SetMusicVolume(1.0);
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if (nextinfo != NULL)
{
if (thiscluster != nextcluster || (thiscluster && !(thiscluster->flags & CLUSTER_HUB)))
{
if (nextinfo->flags2 & LEVEL2_RESETINVENTORY)
{
flags |= CHANGELEVEL_RESETINVENTORY;
}
if (nextinfo->flags2 & LEVEL2_RESETHEALTH)
{
flags |= CHANGELEVEL_RESETHEALTH;
}
}
}
changeflags = flags;
bglobal.End(); //Added by MC:
// [RH] Give scripts a chance to do something
unloading = true;
level.Behaviors.StartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true);
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// [ZZ] safe world unload
E_WorldUnloaded();
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// [ZZ] unsafe world unload (changemap != map)
E_WorldUnloadedUnsafe();
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unloading = false;
STAT_ChangeLevel(nextlevel, &level);
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if (thiscluster && (thiscluster->flags & CLUSTER_HUB))
{
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if ((level.flags & LEVEL_NOINTERMISSION) || ((nextcluster == thiscluster) && !(thiscluster->flags & CLUSTER_ALLOWINTERMISSION)))
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NoWipe = 35;
D_DrawIcon = "TELEICON";
}
for(int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
player_t *player = &players[i];
// Un-crouch all players here.
player->Uncrouch();
// If this is co-op, respawn any dead players now so they can
// keep their inventory on the next map.
if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN || 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;
}
// ]]
G_DoReborn(i, false);
}
}
}
}
//==========================================================================
//
//
//==========================================================================
const char *G_GetExitMap()
{
return level.NextMap;
}
const char *G_GetSecretExitMap()
{
const char *nextmap = level.NextMap;
if (level.NextSecretMap.Len() > 0)
{
if (P_CheckMapData(level.NextSecretMap))
{
nextmap = level.NextSecretMap;
}
}
return nextmap;
}
//==========================================================================
//
//
//==========================================================================
void G_ExitLevel (int position, bool keepFacing)
{
level.flags3 |= LEVEL3_EXITNORMALUSED;
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G_ChangeLevel(G_GetExitMap(), position, keepFacing ? CHANGELEVEL_KEEPFACING : 0);
}
void G_SecretExitLevel (int position)
{
level.flags3 |= LEVEL3_EXITSECRETUSED;
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G_ChangeLevel(G_GetSecretExitMap(), position, 0);
}
//==========================================================================
//
//
//==========================================================================
void G_DoCompleted (void)
{
int i;
gameaction = ga_nothing;
if ( gamestate == GS_DEMOSCREEN
|| gamestate == GS_FULLCONSOLE
|| gamestate == GS_STARTUP)
{
return;
}
if (gamestate == GS_TITLELEVEL)
{
level.MapName = nextlevel;
G_DoLoadLevel (startpos, false, false);
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startpos = 0;
viewactive = true;
return;
}
// [RH] Mark this level as having been visited
if (!(level.flags & LEVEL_CHANGEMAPCHEAT))
FindLevelInfo (level.MapName)->flags |= LEVEL_VISITED;
if (automapactive)
AM_Stop ();
// Close the conversation menu if open.
P_FreeStrifeConversations ();
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wminfo.finished_ep = level.cluster - 1;
wminfo.LName0 = TexMan.CheckForTexture(level.info->PName, ETextureType::MiscPatch);
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wminfo.current = level.MapName;
if (deathmatch &&
(dmflags & DF_SAME_LEVEL) &&
!(level.flags & LEVEL_CHANGEMAPCHEAT))
{
wminfo.next = level.MapName;
wminfo.LName1 = wminfo.LName0;
}
else
{
level_info_t *nextinfo = FindLevelInfo (nextlevel, false);
if (nextinfo == NULL || strncmp (nextlevel, "enDSeQ", 6) == 0)
{
wminfo.next = nextlevel;
wminfo.LName1.SetInvalid();
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}
else
{
wminfo.next = nextinfo->MapName;
wminfo.LName1 = TexMan.CheckForTexture(nextinfo->PName, ETextureType::MiscPatch);
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}
}
CheckWarpTransMap (wminfo.next, true);
nextlevel = wminfo.next;
wminfo.next_ep = FindLevelInfo (wminfo.next)->cluster - 1;
wminfo.maxkills = level.total_monsters;
wminfo.maxitems = level.total_items;
wminfo.maxsecret = level.total_secrets;
wminfo.maxfrags = 0;
wminfo.partime = TICRATE * level.partime;
wminfo.sucktime = level.sucktime;
wminfo.pnum = consoleplayer;
wminfo.totaltime = level.totaltime;
for (i=0 ; i<MAXPLAYERS ; i++)
{
wminfo.plyr[i].skills = players[i].killcount;
wminfo.plyr[i].sitems = players[i].itemcount;
wminfo.plyr[i].ssecret = players[i].secretcount;
wminfo.plyr[i].stime = level.time;
memcpy (wminfo.plyr[i].frags, players[i].frags
, sizeof(wminfo.plyr[i].frags));
wminfo.plyr[i].fragcount = players[i].fragcount;
}
// [RH] If we're in a hub and staying within that hub, take a snapshot
// of the level. If we're traveling to a new hub, take stuff from
// the player and clear the world vars. If this is just an
// ordinary cluster (not a hub), take stuff from the player, but
// leave the world vars alone.
cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
cluster_info_t *nextcluster = FindClusterInfo (wminfo.next_ep+1); // next_ep is cluster-1
EFinishLevelType mode;
if (thiscluster != nextcluster || deathmatch ||
!(thiscluster->flags & CLUSTER_HUB))
{
if (nextcluster->flags & CLUSTER_HUB)
{
mode = FINISH_NextHub;
}
else
{
mode = FINISH_NoHub;
}
}
else
{
mode = FINISH_SameHub;
}
// Intermission stats for entire hubs
G_LeavingHub(mode, thiscluster, &wminfo);
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{ // take away appropriate inventory
G_PlayerFinishLevel (i, mode, changeflags);
}
}
if (mode == FINISH_SameHub)
{ // Remember the level's state for re-entry.
if (!(level.flags2 & LEVEL2_FORGETSTATE))
{
level.SnapshotLevel ();
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// Do not free any global strings this level might reference
// while it's not loaded.
level.Behaviors.LockLevelVarStrings(level.levelnum);
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}
else
{ // Make sure we don't have a snapshot lying around from before.
level.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);
}
level.time = 0;
level.maptime = 0;
level.spawnindex = 0;
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}
finishstate = mode;
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if (!deathmatch &&
((level.flags & LEVEL_NOINTERMISSION) ||
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((nextcluster == thiscluster) && (thiscluster->flags & CLUSTER_HUB) && !(thiscluster->flags & CLUSTER_ALLOWINTERMISSION))))
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{
level.WorldDone ();
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return;
}
gamestate = GS_INTERMISSION;
viewactive = false;
automapactive = false;
// [RH] If you ever get a statistics driver operational, adapt this.
// if (statcopy)
// memcpy (statcopy, &wminfo, sizeof(wminfo));
WI_Start (&wminfo);
}
//==========================================================================
//
//
//==========================================================================
class DAutosaver : public DThinker
{
DECLARE_CLASS (DAutosaver, DThinker)
public:
void 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 (int position, bool autosave, bool newGame)
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{
static int lastposition = 0;
gamestate_t oldgs = gamestate;
int i;
if (NextSkill >= 0)
{
UCVarValue val;
val.Int = NextSkill;
gameskill.ForceSet (val, CVAR_Int);
NextSkill = -1;
}
if (position == -1)
position = lastposition;
else
lastposition = position;
level.Init();
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StatusBar->DetachAllMessages ();
// Force 'teamplay' to 'true' if need be.
if (level.flags2 & LEVEL2_FORCETEAMPLAYON)
teamplay = true;
// Force 'teamplay' to 'false' if need be.
if (level.flags2 & LEVEL2_FORCETEAMPLAYOFF)
teamplay = false;
FString mapname = level.MapName;
mapname.ToLower();
Printf (
"\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36"
"\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n"
TEXTCOLOR_BOLD "%s - %s\n\n",
mapname.GetChars(), level.LevelName.GetChars());
if (wipegamestate == GS_LEVEL)
wipegamestate = GS_FORCEWIPE;
if (gamestate != GS_TITLELEVEL)
{
gamestate = GS_LEVEL;
}
// Set the sky map.
// First thing, we have a dummy sky texture name,
// a flat. The data is in the WAD only because
// we look for an actual index, instead of simply
// setting one.
skyflatnum = TexMan.GetTextureID (gameinfo.SkyFlatName, ETextureType::Flat, FTextureManager::TEXMAN_Overridable);
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// DOOM determines the sky texture to be used
// depending on the current episode and the game version.
// [RH] Fetch sky parameters from FLevelLocals.
sky1texture = level.skytexture1;
sky2texture = level.skytexture2;
// [RH] Set up details about sky rendering
R_InitSkyMap ();
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && (deathmatch || players[i].playerstate == PST_DEAD))
players[i].playerstate = PST_ENTER; // [BC]
memset (players[i].frags,0,sizeof(players[i].frags));
if (!(dmflags2 & DF2_YES_KEEPFRAGS) && (alwaysapplydmflags || deathmatch))
players[i].fragcount = 0;
}
if (changeflags & CHANGELEVEL_NOMONSTERS)
{
level.flags2 |= LEVEL2_NOMONSTERS;
}
else
{
level.flags2 &= ~LEVEL2_NOMONSTERS;
}
if (changeflags & CHANGELEVEL_PRERAISEWEAPON)
{
level.flags2 |= LEVEL2_PRERAISEWEAPON;
}
level.maptime = 0;
if (newGame)
{
E_NewGame(EventHandlerType::Global);
}
P_SetupLevel (&level, position, newGame);
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gameaction = ga_nothing;
// clear cmd building stuff
ResetButtonStates ();
SendItemUse = NULL;
SendItemDrop = NULL;
mousex = mousey = 0;
sendpause = sendsave = sendturn180 = SendLand = false;
LocalViewAngle = 0;
LocalViewPitch = 0;
paused = 0;
//Added by MC: Initialize bots.
if (deathmatch)
{
bglobal.Init ();
}
if (timingdemo)
{
static bool firstTime = true;
if (firstTime)
{
starttime = I_GetTime ();
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firstTime = false;
}
}
level.starttime = gametic;
level.UnSnapshotLevel (!savegamerestore); // [RH] Restore the state of the level.
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int pnumerr = G_FinishTravel ();
if (!level.FromSnapshot)
{
for (int i = 0; i<MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].mo != NULL)
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])
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{
if (players[ii].camera == NULL || players[ii].camera->player != NULL)
{
players[ii].camera = players[ii].mo;
}
if (savegamerestore)
{
continue;
}
const bool fromSnapshot = level.FromSnapshot;
E_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.
level.Behaviors.StartTypedScripts(SCRIPT_Return, players[ii].mo, true);
}
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}
}
if (level.FromSnapshot)
{
// [Nash] run REOPEN scripts upon map re-entry
level.Behaviors.StartTypedScripts(SCRIPT_Reopen, NULL, false);
}
StatusBar->AttachToPlayer (&players[consoleplayer]);
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// unsafe world load
E_WorldLoadedUnsafe();
// regular world load (savegames are handled internally)
E_WorldLoaded();
level.DoDeferedScripts (); // [RH] Do script actions that were triggered on another map.
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if (demoplayback || oldgs == GS_STARTUP || oldgs == GS_TITLELEVEL)
C_HideConsole ();
C_FlushDisplay ();
// [RH] Always save the game when entering a new level.
if (autosave && !savegamerestore && disableautosave < 1)
{
level.CreateThinker<DAutosaver>();
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}
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if (pnumerr > 0)
{
I_Error("no start for player %d found.", pnumerr);
}
P_ResetSightCounters(true);
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}
//==========================================================================
//
// G_WorldDone
//
//==========================================================================
void FLevelLocals::WorldDone (void)
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{
cluster_info_t *nextcluster;
cluster_info_t *thiscluster;
gameaction = ga_worlddone;
if (flags & LEVEL_CHANGEMAPCHEAT)
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return;
thiscluster = FindClusterInfo (cluster);
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if (strncmp (nextlevel, "enDSeQ", 6) == 0)
{
FName endsequence = ENamedName(strtoll(nextlevel.GetChars()+6, NULL, 16));
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// Strife needs a special case here to choose between good and sad ending. Bad is handled elsewhere.
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if (endsequence == NAME_Inter_Strife)
{
if (players[0].mo->FindInventory (NAME_QuestItem25) ||
players[0].mo->FindInventory (NAME_QuestItem28))
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{
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
{
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);
}
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}
else
{
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;
}
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nextcluster = FindClusterInfo (FindLevelInfo (nextlevel)->cluster);
if (nextcluster->cluster != cluster && !deathmatch)
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{
// 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)
{
currentUILevel->WorldDone();
return 0;
}
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//==========================================================================
//
//
//==========================================================================
void G_DoWorldDone (void)
{
gamestate = GS_LEVEL;
if (wminfo.next[0] == 0)
{
// Don't crash if no next map is given. Just repeat the current one.
Printf ("No next map specified.\n");
}
else
{
level.MapName = nextlevel;
}
G_StartTravel ();
G_DoLoadLevel (startpos, true, 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.
//
//==========================================================================
void G_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;
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// Only living players travel. Dead ones get a new body on the new level.
if (players[i].health > 0)
{
pawn->UnlinkFromWorld (nullptr);
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int tid = pawn->tid; // Save TID
pawn->RemoveFromHash ();
pawn->tid = tid; // Restore TID (but no longer linked into the hash chain)
pawn->ChangeStatNum (STAT_TRAVELLING);
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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}
}
}
}
bglobal.StartTravel ();
}
//==========================================================================
//
// G_FinishTravel
//
// Moves any travelling players so that they occupy their newly-spawned
// copies' locations, destroying the new players in the process (because
// they are really fake placeholders to show where the travelling players
// should go).
//
//==========================================================================
2017-04-25 19:05:36 +00:00
int G_FinishTravel ()
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{
TThinkerIterator<AActor> it (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;
2016-03-01 15:47:10 +00:00
2017-02-02 18:46:10 +00:00
//
AActor* pawns[MAXPLAYERS];
2017-02-02 18:46:10 +00:00
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);
start = G_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.
2017-04-25 19:05:36 +00:00
if (failnum == 0) failnum = pnum + 1;
}
}
2016-03-01 15:47:10 +00:00
oldpawn = pawndup;
// The player being spawned here is a short lived dummy and
// must not start any ENTER script or big problems will happen.
pawndup = P_SpawnPlayer(start, pnum, SPF_TEMPPLAYER);
if (pawndup != NULL)
2016-03-01 15:47:10 +00:00
{
if (!(changeflags & CHANGELEVEL_KEEPFACING))
{
pawn->Angles = pawndup->Angles;
}
2016-03-20 18:52:35 +00:00
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;
2016-03-20 22:42:27 +00:00
pawn->Floorclip = pawndup->Floorclip;
pawn->waterlevel = pawndup->waterlevel;
}
2017-04-25 19:05:36 +00:00
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)
{
DObject::StaticPointerSubstitution (oldpawn, pawn);
oldpawn->Destroy();
}
if (pawndup != NULL)
{
pawndup->Destroy();
}
pawn->LinkToWorld (nullptr);
2016-03-01 15:47:10 +00:00
pawn->ClearInterpolation();
pawn->AddToHash ();
pawn->SetState(pawn->SpawnState);
pawn->player->SendPitchLimits();
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
{
inv->ChangeStatNum (STAT_INVENTORY);
inv->LinkToWorld (nullptr);
2017-01-15 18:44:43 +00:00
IFVIRTUALPTRNAME(inv, NAME_Inventory, Travelled)
2017-01-15 18:44:43 +00:00
{
VMValue params[1] = { inv };
VMCall(func, params, 1, nullptr, 0);
2017-01-15 18:44:43 +00:00
}
2016-03-01 15:47:10 +00:00
}
if (ib_compatflags & BCOMPATF_RESETPLAYERSPEED)
{
pawn->Speed = pawn->GetDefault()->Speed;
}
2017-02-02 18:46:10 +00:00
// [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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}
bglobal.FinishTravel ();
// make sure that, after travelling has completed, no travelling thinkers are left.
// Since this list is excluded from regular thinker cleaning, anything that may survive through here
// will endlessly multiply and severely break the following savegames or just simply crash on broken pointers.
DThinker::DestroyThinkersInList(STAT_TRAVELLING);
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return failnum;
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}
//==========================================================================
//
//
//==========================================================================
void FLevelLocals::Init()
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{
BaseBlendA = 0.0f; // Remove underwater blend effect, if any
gravity = sv_gravity * 35/TICRATE;
aircontrol = sv_aircontrol;
teamdamage = teamdamage;
flags = 0;
flags2 = 0;
flags3 = 0;
ImpactDecalCount = 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;
2016-03-01 15:47:10 +00:00
}
}
airsupply = info->airsupply*TICRATE;
outsidefog = info->outsidefog;
WallVertLight = info->WallVertLight*2;
WallHorizLight = info->WallHorizLight*2;
2016-03-01 15:47:10 +00:00
if (info->gravity != 0.f)
{
gravity = info->gravity * 35/TICRATE;
2016-03-01 15:47:10 +00:00
}
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;
hazardcolor = info->hazardcolor;
hazardflash = info->hazardflash;
// GL fog stuff modifiable by SetGlobalFogParameter.
fogdensity = info->fogdensity;
outsidefogdensity = info->outsidefogdensity;
skyfog = info->skyfog;
deathsequence = info->deathsequence;
2016-03-01 15:47:10 +00:00
pixelstretch = info->pixelstretch;
2016-03-01 15:47:10 +00:00
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;
FLightDefaults::SetAttenuationForLevel();
2016-03-01 15:47:10 +00:00
}
//==========================================================================
//
//
//==========================================================================
bool FLevelLocals::IsJumpingAllowed() const
{
if (dmflags & DF_NO_JUMP)
return false;
if (dmflags & DF_YES_JUMP)
return true;
return !(flags & LEVEL_JUMP_NO);
2016-03-01 15:47:10 +00:00
}
DEFINE_ACTION_FUNCTION(FLevelLocals, IsJumpingAllowed)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
ACTION_RETURN_BOOL(self->IsJumpingAllowed());
}
2016-03-01 15:47:10 +00:00
//==========================================================================
//
//
//==========================================================================
bool FLevelLocals::IsCrouchingAllowed() const
{
if (dmflags & DF_NO_CROUCH)
return false;
if (dmflags & DF_YES_CROUCH)
return true;
return !(flags & LEVEL_CROUCH_NO);
2016-03-01 15:47:10 +00:00
}
2017-04-30 20:16:32 +00:00
DEFINE_ACTION_FUNCTION(FLevelLocals, IsCrouchingAllowed)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
ACTION_RETURN_BOOL(self->IsCrouchingAllowed());
}
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//==========================================================================
//
//
//==========================================================================
bool FLevelLocals::IsFreelookAllowed() const
{
if (dmflags & DF_NO_FREELOOK)
return false;
if (dmflags & DF_YES_FREELOOK)
return true;
return !(flags & LEVEL_FREELOOK_NO);
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}
DEFINE_ACTION_FUNCTION(FLevelLocals, IsFreelookAllowed)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
ACTION_RETURN_BOOL(self->IsFreelookAllowed());
}
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//==========================================================================
//
//
//==========================================================================
FString CalcMapName (int episode, int level)
{
FString lumpname;
if (gameinfo.flags & GI_MAPxx)
{
lumpname.Format("MAP%02d", level);
}
else
{
lumpname = "";
lumpname << 'E' << ('0' + episode) << 'M' << ('0' + level);
}
return lumpname;
}
//==========================================================================
//
//
//==========================================================================
void 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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}
}
//==========================================================================
//
// Archives the current level
//
//==========================================================================
void FLevelLocals::SnapshotLevel ()
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{
info->Snapshot.Clean();
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if (info->isValid())
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{
FSerializer arc(this);
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if (arc.OpenWriter(save_formatted))
{
SaveVersion = SAVEVER;
Serialize(arc, false);
info->Snapshot = arc.GetCompressedOutput();
}
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}
}
//==========================================================================
//
// Unarchives the current level based on its snapshot
// The level should have already been loaded and setup.
//
//==========================================================================
void FLevelLocals::UnSnapshotLevel (bool hubLoad)
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{
if (info->Snapshot.mBuffer == nullptr)
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return;
if (info->isValid())
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{
FSerializer arc(this);
if (!arc.OpenReader(&info->Snapshot))
{
I_Error("Failed to load savegame");
return;
}
Serialize (arc, hubLoad);
FromSnapshot = true;
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auto it = GetThinkerIterator<AActor>(NAME_PlayerPawn);
AActor *pawn, *next;
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next = it.Next();
while ((pawn = next) != 0)
{
next = it.Next();
if (pawn->player == NULL || pawn->player->mo == NULL || !playeringame[pawn->player - players])
{
int i;
// If this isn't the unmorphed original copy of a player, destroy it, because it's extra.
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].morphTics && players[i].mo->alternative == pawn)
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{
break;
}
}
if (i == MAXPLAYERS)
{
pawn->Destroy ();
}
}
}
arc.Close();
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}
// No reason to keep the snapshot around once the level's been entered.
info->Snapshot.Clean();
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if (hubLoad)
{
// Unlock ACS global strings that were locked when the snapshot was made.
Behaviors.UnlockLevelVarStrings(level.levelnum);
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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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{
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FResourceLump * resl = resf->GetLump(j);
if (resl != nullptr)
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{
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auto ptr = strstr(resl->FullName, ".map.json");
if (ptr != nullptr)
{
ptrdiff_t maplen = ptr - resl->FullName.GetChars();
FString mapname(resl->FullName.GetChars(), (size_t)maplen);
i = FindLevelInfo(mapname);
if (i != nullptr)
{
i->Snapshot = resl->GetRawData();
}
}
else
{
auto ptr = strstr(resl->FullName, ".mapd.json");
if (ptr != nullptr)
{
ptrdiff_t maplen = ptr - resl->FullName.GetChars();
FString mapname(resl->FullName.GetChars(), (size_t)maplen);
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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//==========================================================================
CCMD(listsnapshots)
{
for (unsigned i = 0; i < wadlevelinfos.Size(); ++i)
{
FCompressedBuffer *snapshot = &wadlevelinfos[i].Snapshot;
if (snapshot->mBuffer != nullptr)
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{
Printf("%s (%u -> %u bytes)\n", wadlevelinfos[i].MapName.GetChars(), snapshot->mCompressedSize, snapshot->mSize);
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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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}
}
//==========================================================================
//
//
//==========================================================================
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()
{
GC::Mark(SpotState);
GC::Mark(FraggleScriptThinker);
GC::Mark(ACSThinker);
GC::Mark(automap);
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);
}
//==========================================================================
// IsPointInMap
//
// Checks to see if a point is inside the void or not.
// Made by dpJudas, modified and implemented by Major Cooke
//==========================================================================
int IsPointInMap(double x, double y, double z)
{
subsector_t *subsector = R_PointInSubsector(FLOAT2FIXED(x), FLOAT2FIXED(y));
if (!subsector) return false;
for (uint32_t i = 0; i < subsector->numlines; i++)
{
// Skip single sided lines.
seg_t *seg = subsector->firstline + i;
if (seg->backsector != 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;
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, IsPointInMap, IsPointInMap)
{
PARAM_PROLOGUE;
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
ACTION_RETURN_BOOL(IsPointInMap(x, y, z));
}
template <typename T>
inline T VecDiff(const T& v1, const T& v2)
{
T result = v2 - v1;
if (level.subsectors.Size() > 0)
{
const sector_t *const sec1 = P_PointInSector(v1);
const sector_t *const sec2 = P_PointInSector(v2);
if (nullptr != sec1 && nullptr != sec2)
{
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result += level.Displacements.getOffset(sec2->PortalGroup, sec1->PortalGroup);
}
}
return result;
}
DEFINE_ACTION_FUNCTION(FLevelLocals, Vec2Diff)
{
PARAM_PROLOGUE;
PARAM_FLOAT(x1);
PARAM_FLOAT(y1);
PARAM_FLOAT(x2);
PARAM_FLOAT(y2);
ACTION_RETURN_VEC2(VecDiff(DVector2(x1, y1), DVector2(x2, y2)));
}
DEFINE_ACTION_FUNCTION(FLevelLocals, Vec3Diff)
{
PARAM_PROLOGUE;
PARAM_FLOAT(x1);
PARAM_FLOAT(y1);
PARAM_FLOAT(z1);
PARAM_FLOAT(x2);
PARAM_FLOAT(y2);
PARAM_FLOAT(z2);
ACTION_RETURN_VEC3(VecDiff(DVector3(x1, y1, z1), DVector3(x2, y2, z2)));
}
DEFINE_ACTION_FUNCTION(FLevelLocals, SphericalCoords)
{
PARAM_PROLOGUE;
PARAM_FLOAT(viewpointX);
PARAM_FLOAT(viewpointY);
PARAM_FLOAT(viewpointZ);
PARAM_FLOAT(targetX);
PARAM_FLOAT(targetY);
PARAM_FLOAT(targetZ);
PARAM_ANGLE(viewYaw);
PARAM_ANGLE(viewPitch);
PARAM_BOOL(absolute);
DVector3 viewpoint(viewpointX, viewpointY, viewpointZ);
DVector3 target(targetX, targetY, targetZ);
auto vecTo = absolute ? target - viewpoint : VecDiff(viewpoint, target);
ACTION_RETURN_VEC3(DVector3(
deltaangle(vecTo.Angle(), viewYaw).Degrees,
deltaangle(vecTo.Pitch(), viewPitch).Degrees,
vecTo.Length()
));
}
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//==========================================================================
//
// Lists all currently defined maps
//
//==========================================================================
CCMD(listmaps)
{
for(unsigned i = 0; i < wadlevelinfos.Size(); i++)
{
level_info_t *info = &wadlevelinfos[i];
MapData *map = P_OpenMapData(info->MapName, true);
if (map != NULL)
{
Printf("%s: '%s' (%s)\n", info->MapName.GetChars(), info->LookupLevelName().GetChars(),
Wads.GetWadName(Wads.GetLumpFile(map->lumpnum)));
delete map;
}
}
}
//==========================================================================
//
// For testing sky fog sheets
//
//==========================================================================
CCMD(skyfog)
{
if (argv.argc()>1)
{
level.skyfog = MAX(0, (int)strtoull(argv[1], NULL, 0));
}
}
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//==========================================================================
//
// ZScript counterpart to ACS ChangeSky, uses TextureIDs
//
//==========================================================================
DEFINE_ACTION_FUNCTION(FLevelLocals, ChangeSky)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_INT(sky1);
PARAM_INT(sky2);
sky1texture = self->skytexture1 = FSetTextureID(sky1);
sky2texture = self->skytexture2 = FSetTextureID(sky2);
R_InitSkyMap();
return 0;
}
DEFINE_ACTION_FUNCTION(FLevelLocals, StartIntermission)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_NAME(seq);
PARAM_INT(state);
F_StartIntermission(seq, (uint8_t)state);
return 0;
}