gzdoom/src/g_level.cpp
Christoph Oelckers c58f5095d9 - fixed sprite sorting in the hardware renderer.
This did no longer sort sprites in the same position reliably since the feature to render sprites which only partially are inside a sector was added.
With this, sprites in the same position are no longer guaranteed to be added to the render list in sequence.
Fixed by adding an 'order' field to AActor which gets incremented with each spawned actor and reset when a new level is started.

The software renderer will also need a variation of this fix but its data no longer has access to the defining actor when being sorted, so a bit more work is needed here.
2018-12-24 10:18:58 +01:00

2200 lines
53 KiB
C++

/*
** 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 "gi.h"
#include "g_hub.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "i_time.h"
#include "p_maputl.h"
void STAT_StartNewGame(const char *lev);
void STAT_ChangeLevel(const char *newl);
EXTERN_CVAR(Bool, save_formatted)
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;
}
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;
extern int mousex, mousey;
extern bool sendpause, sendsave, sendturn180, SendLand;
void *statcopy; // for statistics driver
FLevelLocals level; // info about current level
//==========================================================================
//
// G_InitNew
// Can be called by the startup code or the menu task,
// consoleplayer, playeringame[] should be set.
//
//==========================================================================
static FString d_mapname;
static int d_skill=-1;
void G_DeferedInitNew (const char *mapname, int newskill)
{
d_mapname = mapname;
d_skill = newskill;
CheckWarpTransMap (d_mapname, true);
gameaction = ga_newgame2;
}
void G_DeferedInitNew (FGameStartup *gs)
{
if (gs->PlayerClass != NULL) playerclass = gs->PlayerClass;
d_mapname = AllEpisodes[gs->Episode].mEpisodeMap;
d_skill = gs->Skill;
CheckWarpTransMap (d_mapname, true);
gameaction = ga_newgame2;
finishstate = FINISH_NoHub;
}
//==========================================================================
//
//
//==========================================================================
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();
try
{
if (!P_CheckMapData(mapname))
{
Printf ("No map %s\n", mapname);
}
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);
}
}
catch(CRecoverableError &error)
{
if (error.GetMessage())
Printf("%s", error.GetMessage());
}
}
else
{
Printf ("Usage: map <map name> [coop|dm]\n");
}
}
//==========================================================================
//
//
//==========================================================================
UNSAFE_CCMD(recordmap)
{
if (netgame)
{
Printf("You cannot record a new game while in a netgame.\n");
return;
}
if (argv.argc() > 2)
{
const char *mapname = argv[2];
if (!strcmp(mapname, "*")) mapname = level.MapName.GetChars();
try
{
if (!P_CheckMapData(mapname))
{
Printf("No map %s\n", mapname);
}
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);
gameaction = ga_recordgame;
newdemoname = argv[1];
newdemomap = mapname;
}
}
catch (CRecoverableError &error)
{
if (error.GetMessage())
Printf("%s", error.GetMessage());
}
}
else
{
Printf("Usage: recordmap <filename> <map name> [coop|dm]\n");
}
}
//==========================================================================
//
//
//==========================================================================
UNSAFE_CCMD (open)
{
if (netgame)
{
Printf ("You cannot use open in multiplayer games.\n");
return;
}
if (argv.argc() > 1)
{
d_mapname = "file:";
d_mapname += argv[1];
if (!P_CheckMapData(d_mapname))
{
Printf ("No map %s\n", d_mapname.GetChars());
}
else
{
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");
}
}
//==========================================================================
//
//
//==========================================================================
void G_NewInit ()
{
int i;
// Destory all old player refrences that may still exist
TThinkerIterator<APlayerPawn> it(STAT_TRAVELLING);
APlayerPawn *pawn, *next;
next = it.Next();
while ((pawn = next) != NULL)
{
next = it.Next();
pawn->flags |= MF_NOSECTOR | MF_NOBLOCKMAP;
pawn->Destroy();
}
G_ClearSnapshots ();
netgame = false;
multiplayer = multiplayernext;
multiplayernext = false;
if (demoplayback)
{
C_RestoreCVars ();
demoplayback = false;
D_SetupUserInfo ();
}
for (i = 0; i < MAXPLAYERS; ++i)
{
player_t *p = &players[i];
userinfo_t saved_ui;
saved_ui.TransferFrom(p->userinfo);
const int chasecam = p->cheats & CF_CHASECAM;
const bool settings_controller = p->settings_controller;
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;
}
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;
// did we have any level before?
if (level.info != nullptr)
E_WorldUnloadedUnsafe();
if (!savegamerestore)
{
G_ClearHubInfo();
G_ClearSnapshots ();
P_RemoveDefereds ();
// [RH] Mark all levels as not visited
for (unsigned int i = 0; i < wadlevelinfos.Size(); i++)
wadlevelinfos[i].flags = wadlevelinfos[i].flags & ~LEVEL_VISITED;
}
UnlatchCVars ();
G_VerifySkill();
UnlatchCVars ();
DThinker::DestroyThinkersInList(STAT_STATIC);
if (paused)
{
paused = 0;
S_ResumeSound (false);
}
ST_CreateStatusBar(bTitleLevel);
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)
{
if (playeringame[i])
players[i].SetLogText ("Find help");
}
}
// [RH] If this map doesn't exist, bomb out
if (!P_CheckMapData(mapname))
{
I_Error ("Could not find map %s\n", mapname);
}
wantFast = !!G_SkillProperty(SKILLP_FastMonsters);
GameSpeed = wantFast ? SPEED_Fast : SPEED_Normal;
if (!savegamerestore)
{
if (!netgame && !demorecording && !demoplayback)
{
// [RH] Change the random seed for each new single player game
// [ED850] The demo already sets the RNG.
rngseed = use_staticrng ? staticrngseed : (rngseed + 1);
}
FRandom::StaticClearRandom ();
P_ClearACSVars(true);
level.time = 0;
level.maptime = 0;
level.totaltime = 0;
level.spawnindex = 0;
if (!multiplayer || !deathmatch)
{
InitPlayerClasses ();
}
// force players to be initialized upon first level load
for (i = 0; i < MAXPLAYERS; i++)
players[i].playerstate = PST_ENTER; // [BC]
STAT_StartNewGame(mapname);
}
usergame = !bTitleLevel; // will be set false if a demo
paused = 0;
demoplayback = false;
automapactive = false;
viewactive = true;
//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);
}
//
// G_DoCompleted
//
static FString nextlevel;
static int startpos; // [RH] Support for multiple starts per level
extern int NoWipe; // [RH] Don't wipe when travelling in hubs
static int changeflags;
static bool unloading;
//==========================================================================
//
// [RH] The position parameter to these next three functions should
// match the first parameter of the single player start spots
// that should appear in the next map.
//
//==========================================================================
EXTERN_CVAR(Bool, sv_singleplayerrespawn)
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);
if (nextinfo != NULL)
{
if (thiscluster != nextcluster || (thiscluster && !(thiscluster->flags & CLUSTER_HUB)))
{
if (nextinfo->flags2 & LEVEL2_RESETINVENTORY)
{
flags |= CHANGELEVEL_RESETINVENTORY;
}
if (nextinfo->flags2 & LEVEL2_RESETHEALTH)
{
flags |= CHANGELEVEL_RESETHEALTH;
}
}
}
changeflags = flags;
bglobal.End(); //Added by MC:
// [RH] Give scripts a chance to do something
unloading = true;
FBehavior::StaticStartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true);
// [ZZ] safe world unload
E_WorldUnloaded();
// [ZZ] unsafe world unload (changemap != map)
E_WorldUnloadedUnsafe();
unloading = false;
STAT_ChangeLevel(nextlevel);
if (thiscluster && (thiscluster->flags & CLUSTER_HUB))
{
if ((level.flags & LEVEL_NOINTERMISSION) || ((nextcluster == thiscluster) && !(thiscluster->flags & CLUSTER_ALLOWINTERMISSION)))
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)
{
// 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;
G_ChangeLevel(G_GetExitMap(), position, keepFacing ? CHANGELEVEL_KEEPFACING : 0);
}
void G_SecretExitLevel (int position)
{
level.flags3 |= LEVEL3_EXITSECRETUSED;
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);
startpos = 0;
viewactive = true;
return;
}
// [RH] Mark this level as having been visited
if (!(level.flags & LEVEL_CHANGEMAPCHEAT))
FindLevelInfo (level.MapName)->flags |= LEVEL_VISITED;
if (automapactive)
AM_Stop ();
wminfo.finished_ep = level.cluster - 1;
wminfo.LName0 = TexMan.CheckForTexture(level.info->PName, ETextureType::MiscPatch);
wminfo.current = level.MapName;
if (deathmatch &&
(dmflags & DF_SAME_LEVEL) &&
!(level.flags & LEVEL_CHANGEMAPCHEAT))
{
wminfo.next = level.MapName;
wminfo.LName1 = wminfo.LName0;
}
else
{
level_info_t *nextinfo = FindLevelInfo (nextlevel, false);
if (nextinfo == NULL || strncmp (nextlevel, "enDSeQ", 6) == 0)
{
wminfo.next = nextlevel;
wminfo.LName1.SetInvalid();
}
else
{
wminfo.next = nextinfo->MapName;
wminfo.LName1 = TexMan.CheckForTexture(nextinfo->PName, ETextureType::MiscPatch);
}
}
CheckWarpTransMap (wminfo.next, true);
nextlevel = wminfo.next;
wminfo.next_ep = FindLevelInfo (wminfo.next)->cluster - 1;
wminfo.maxkills = level.total_monsters;
wminfo.maxitems = level.total_items;
wminfo.maxsecret = level.total_secrets;
wminfo.maxfrags = 0;
wminfo.partime = TICRATE * level.partime;
wminfo.sucktime = level.sucktime;
wminfo.pnum = consoleplayer;
wminfo.totaltime = level.totaltime;
for (i=0 ; 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))
{
G_SnapshotLevel ();
// Do not free any global strings this level might reference
// while it's not loaded.
FBehavior::StaticLockLevelVarStrings();
}
else
{ // Make sure we don't have a snapshot lying around from before.
level.info->Snapshot.Clean();
}
}
else
{ // Forget the states of all existing levels.
G_ClearSnapshots ();
if (mode == FINISH_NextHub)
{ // Reset world variables for the new hub.
P_ClearACSVars(false);
}
level.time = 0;
level.maptime = 0;
level.spawnindex = 0;
}
finishstate = mode;
if (!deathmatch &&
((level.flags & LEVEL_NOINTERMISSION) ||
((nextcluster == thiscluster) && (thiscluster->flags & CLUSTER_HUB) && !(thiscluster->flags & CLUSTER_ALLOWINTERMISSION))))
{
G_WorldDone ();
return;
}
gamestate = GS_INTERMISSION;
viewactive = false;
automapactive = false;
// [RH] If you ever get a statistics driver operational, adapt this.
// if (statcopy)
// memcpy (statcopy, &wminfo, sizeof(wminfo));
WI_Start (&wminfo);
}
//==========================================================================
//
//
//==========================================================================
class DAutosaver : public DThinker
{
DECLARE_CLASS (DAutosaver, DThinker)
public:
void Tick ();
};
IMPLEMENT_CLASS(DAutosaver, false, false)
void DAutosaver::Tick ()
{
Net_WriteByte (DEM_CHECKAUTOSAVE);
Destroy ();
}
//==========================================================================
//
// G_DoLoadLevel
//
//==========================================================================
extern gamestate_t wipegamestate;
void G_DoLoadLevel (int position, bool autosave, bool newGame)
{
static int lastposition = 0;
gamestate_t oldgs = gamestate;
int i;
if (NextSkill >= 0)
{
UCVarValue val;
val.Int = NextSkill;
gameskill.ForceSet (val, CVAR_Int);
NextSkill = -1;
}
if (position == -1)
position = lastposition;
else
lastposition = position;
G_InitLevelLocals ();
StatusBar->DetachAllMessages ();
// Force 'teamplay' to 'true' if need be.
if (level.flags2 & LEVEL2_FORCETEAMPLAYON)
teamplay = true;
// Force 'teamplay' to 'false' if need be.
if (level.flags2 & LEVEL2_FORCETEAMPLAYOFF)
teamplay = false;
FString mapname = level.MapName;
mapname.ToLower();
Printf (
"\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36"
"\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n"
TEXTCOLOR_BOLD "%s - %s\n\n",
mapname.GetChars(), level.LevelName.GetChars());
if (wipegamestate == GS_LEVEL)
wipegamestate = GS_FORCEWIPE;
if (gamestate != GS_TITLELEVEL)
{
gamestate = GS_LEVEL;
}
// Set the sky map.
// First thing, we have a dummy sky texture name,
// a flat. The data is in the WAD only because
// we look for an actual index, instead of simply
// setting one.
skyflatnum = TexMan.GetTextureID (gameinfo.SkyFlatName, ETextureType::Flat, FTextureManager::TEXMAN_Overridable);
// DOOM determines the sky texture to be used
// depending on the current episode and the game version.
// [RH] Fetch sky parameters from FLevelLocals.
sky1texture = level.skytexture1;
sky2texture = level.skytexture2;
// [RH] Set up details about sky rendering
R_InitSkyMap ();
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && (deathmatch || players[i].playerstate == PST_DEAD))
players[i].playerstate = PST_ENTER; // [BC]
memset (players[i].frags,0,sizeof(players[i].frags));
if (!(dmflags2 & DF2_YES_KEEPFRAGS) && (alwaysapplydmflags || deathmatch))
players[i].fragcount = 0;
}
if (changeflags & CHANGELEVEL_NOMONSTERS)
{
level.flags2 |= LEVEL2_NOMONSTERS;
}
else
{
level.flags2 &= ~LEVEL2_NOMONSTERS;
}
if (changeflags & CHANGELEVEL_PRERAISEWEAPON)
{
level.flags2 |= LEVEL2_PRERAISEWEAPON;
}
level.maptime = 0;
if (newGame)
{
E_NewGame(EventHandlerType::Global);
}
P_SetupLevel (level.MapName, position, newGame);
AM_LevelInit();
// [RH] Start lightning, if MAPINFO tells us to
if (level.flags & LEVEL_STARTLIGHTNING)
{
P_StartLightning ();
}
gameaction = ga_nothing;
// clear cmd building stuff
ResetButtonStates ();
SendItemUse = NULL;
SendItemDrop = NULL;
mousex = mousey = 0;
sendpause = sendsave = sendturn180 = SendLand = false;
LocalViewAngle = 0;
LocalViewPitch = 0;
paused = 0;
//Added by MC: Initialize bots.
if (deathmatch)
{
bglobal.Init ();
}
if (timingdemo)
{
static bool firstTime = true;
if (firstTime)
{
starttime = I_GetTime ();
firstTime = false;
}
}
level.starttime = gametic;
G_UnSnapshotLevel (!savegamerestore); // [RH] Restore the state of the level.
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);
}
}
// For each player, if they are viewing through a player, make sure it is themselves.
for (int ii = 0; ii < MAXPLAYERS; ++ii)
{
if (playeringame[ii])
{
if (players[ii].camera == 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.
FBehavior::StaticStartTypedScripts(SCRIPT_Return, players[ii].mo, true);
}
}
}
if (level.FromSnapshot)
{
// [Nash] run REOPEN scripts upon map re-entry
FBehavior::StaticStartTypedScripts(SCRIPT_Reopen, NULL, false);
}
StatusBar->AttachToPlayer (&players[consoleplayer]);
// unsafe world load
E_WorldLoadedUnsafe();
// regular world load (savegames are handled internally)
E_WorldLoaded();
P_DoDeferedScripts (); // [RH] Do script actions that were triggered on another map.
if (demoplayback || oldgs == GS_STARTUP || oldgs == GS_TITLELEVEL)
C_HideConsole ();
C_FlushDisplay ();
// [RH] Always save the game when entering a new level.
if (autosave && !savegamerestore && disableautosave < 1)
{
DAutosaver GCCNOWARN *dummy = Create<DAutosaver>();
}
if (pnumerr > 0)
{
I_Error("no start for player %d found.", pnumerr);
}
}
//==========================================================================
//
// G_WorldDone
//
//==========================================================================
void G_WorldDone (void)
{
cluster_info_t *nextcluster;
cluster_info_t *thiscluster;
gameaction = ga_worlddone;
if (level.flags & LEVEL_CHANGEMAPCHEAT)
return;
thiscluster = FindClusterInfo (level.cluster);
if (strncmp (nextlevel, "enDSeQ", 6) == 0)
{
FName endsequence = ENamedName(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 = level.info->ExitMapTexts.CheckKey(level.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);
}
}
else
{
FExitText *ext = nullptr;
if (level.flags3 & LEVEL3_EXITSECRETUSED) ext = level.info->ExitMapTexts.CheckKey(NAME_Secret);
else if (level.flags3 & LEVEL3_EXITNORMALUSED) ext = level.info->ExitMapTexts.CheckKey(NAME_Normal);
if (ext == nullptr) ext = level.info->ExitMapTexts.CheckKey(nextlevel);
if (ext != nullptr)
{
if ((ext->mDefined & FExitText::DEF_TEXT))
{
F_StartFinale(ext->mDefined & FExitText::DEF_MUSIC ? ext->mMusic : gameinfo.finaleMusic,
ext->mDefined & FExitText::DEF_MUSIC ? ext->mOrder : gameinfo.finaleOrder,
-1, 0,
ext->mDefined & FExitText::DEF_BACKDROP ? ext->mBackdrop : gameinfo.FinaleFlat,
ext->mText,
false,
ext->mDefined & FExitText::DEF_PIC,
ext->mDefined & FExitText::DEF_LOOKUP,
false);
}
return;
}
nextcluster = FindClusterInfo (FindLevelInfo (nextlevel)->cluster);
if (nextcluster->cluster != level.cluster && !deathmatch)
{
// Only start the finale if the next level's cluster is different
// than the current one and we're not in deathmatch.
if (nextcluster->EnterText.IsNotEmpty())
{
F_StartFinale (nextcluster->MessageMusic, nextcluster->musicorder,
nextcluster->cdtrack, nextcluster->cdid,
nextcluster->FinaleFlat, nextcluster->EnterText,
nextcluster->flags & CLUSTER_ENTERTEXTINLUMP,
nextcluster->flags & CLUSTER_FINALEPIC,
nextcluster->flags & CLUSTER_LOOKUPENTERTEXT,
false);
}
else if (thiscluster->ExitText.IsNotEmpty())
{
F_StartFinale (thiscluster->MessageMusic, thiscluster->musicorder,
thiscluster->cdtrack, nextcluster->cdid,
thiscluster->FinaleFlat, thiscluster->ExitText,
thiscluster->flags & CLUSTER_EXITTEXTINLUMP,
thiscluster->flags & CLUSTER_FINALEPIC,
thiscluster->flags & CLUSTER_LOOKUPEXITTEXT,
false);
}
}
}
}
DEFINE_ACTION_FUNCTION(FLevelLocals, WorldDone)
{
G_WorldDone();
return 0;
}
//==========================================================================
//
//
//==========================================================================
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);
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 = NULL;
// Only living players travel. Dead ones get a new body on the new level.
if (players[i].health > 0)
{
pawn->UnlinkFromWorld (nullptr);
int tid = pawn->tid; // Save TID
pawn->RemoveFromHash ();
pawn->tid = tid; // Restore TID (but no longer linked into the hash chain)
pawn->ChangeStatNum (STAT_TRAVELLING);
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
{
inv->ChangeStatNum (STAT_TRAVELLING);
inv->UnlinkFromWorld (nullptr);
}
}
}
}
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).
//
//==========================================================================
int G_FinishTravel ()
{
TThinkerIterator<APlayerPawn> it (STAT_TRAVELLING);
APlayerPawn *pawn, *pawndup, *oldpawn, *next;
AActor *inv;
FPlayerStart *start;
int pnum;
int failnum = 0;
//
APlayerPawn* pawns[MAXPLAYERS];
int pawnsnum = 0;
next = it.Next ();
while ( (pawn = next) != NULL)
{
next = it.Next ();
pnum = int(pawn->player - players);
pawn->ChangeStatNum (STAT_PLAYER);
pawndup = pawn->player->mo;
assert (pawn != pawndup);
start = 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.
if (failnum == 0) failnum = pnum + 1;
}
}
oldpawn = pawndup;
// The player being spawned here is a short lived dummy and
// must not start any ENTER script or big problems will happen.
pawndup = P_SpawnPlayer(start, pnum, SPF_TEMPPLAYER);
if (pawndup != NULL)
{
if (!(changeflags & CHANGELEVEL_KEEPFACING))
{
pawn->Angles = pawndup->Angles;
}
pawn->SetXYZ(pawndup->Pos());
pawn->Vel = pawndup->Vel;
pawn->Sector = pawndup->Sector;
pawn->floorz = pawndup->floorz;
pawn->ceilingz = pawndup->ceilingz;
pawn->dropoffz = pawndup->dropoffz;
pawn->floorsector = pawndup->floorsector;
pawn->floorpic = pawndup->floorpic;
pawn->floorterrain = pawndup->floorterrain;
pawn->ceilingsector = pawndup->ceilingsector;
pawn->ceilingpic = pawndup->ceilingpic;
pawn->Floorclip = pawndup->Floorclip;
pawn->waterlevel = pawndup->waterlevel;
}
else if (failnum == 0) // In the failure case this may run into some undefined data.
{
P_FindFloorCeiling(pawn);
}
pawn->target = NULL;
pawn->lastenemy = NULL;
pawn->player->mo = pawn;
pawn->player->camera = pawn;
pawn->player->viewheight = pawn->ViewHeight;
pawn->flags2 &= ~MF2_BLASTED;
if (oldpawn != nullptr)
{
DObject::StaticPointerSubstitution (oldpawn, pawn);
oldpawn->Destroy();
}
if (pawndup != NULL)
{
pawndup->Destroy();
}
pawn->LinkToWorld (nullptr);
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);
IFVIRTUALPTRNAME(inv, NAME_Inventory, Travelled)
{
VMValue params[1] = { inv };
VMCall(func, params, 1, nullptr, 0);
}
}
if (ib_compatflags & BCOMPATF_RESETPLAYERSPEED)
{
pawn->Speed = pawn->GetDefault()->Speed;
}
// [ZZ] we probably don't want to fire any scripts before all players are in, especially with runNow = true.
pawns[pawnsnum++] = pawn;
}
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);
return failnum;
}
//==========================================================================
//
//
//==========================================================================
void G_InitLevelLocals ()
{
level_info_t *info;
BaseBlendA = 0.0f; // Remove underwater blend effect, if any
level.gravity = sv_gravity * 35/TICRATE;
level.aircontrol = sv_aircontrol;
level.teamdamage = teamdamage;
level.flags = 0;
level.flags2 = 0;
level.flags3 = 0;
info = FindLevelInfo (level.MapName);
level.info = info;
level.skyspeed1 = info->skyspeed1;
level.skyspeed2 = info->skyspeed2;
level.skytexture1 = TexMan.GetTextureID(info->SkyPic1, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
level.skytexture2 = TexMan.GetTextureID(info->SkyPic2, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
level.fadeto = info->fadeto;
level.cdtrack = info->cdtrack;
level.cdid = info->cdid;
level.FromSnapshot = false;
if (level.fadeto == 0)
{
if (strnicmp (info->FadeTable, "COLORMAP", 8) != 0)
{
level.flags |= LEVEL_HASFADETABLE;
}
}
level.airsupply = info->airsupply*TICRATE;
level.outsidefog = info->outsidefog;
level.WallVertLight = info->WallVertLight*2;
level.WallHorizLight = info->WallHorizLight*2;
if (info->gravity != 0.f)
{
level.gravity = info->gravity * 35/TICRATE;
}
if (info->aircontrol != 0.f)
{
level.aircontrol = info->aircontrol;
}
if (info->teamdamage != 0.f)
{
level.teamdamage = info->teamdamage;
}
G_AirControlChanged ();
cluster_info_t *clus = FindClusterInfo (info->cluster);
level.partime = info->partime;
level.sucktime = info->sucktime;
level.cluster = info->cluster;
level.clusterflags = clus ? clus->flags : 0;
level.flags |= info->flags;
level.flags2 |= info->flags2;
level.flags3 |= info->flags3;
level.levelnum = info->levelnum;
level.Music = info->Music;
level.musicorder = info->musicorder;
level.MusicVolume = 1.f;
level.HasHeightSecs = false;
level.LevelName = level.info->LookupLevelName();
level.NextMap = info->NextMap;
level.NextSecretMap = info->NextSecretMap;
level.F1Pic = info->F1Pic;
level.hazardcolor = info->hazardcolor;
level.hazardflash = info->hazardflash;
// GL fog stuff modifiable by SetGlobalFogParameter.
level.fogdensity = info->fogdensity;
level.outsidefogdensity = info->outsidefogdensity;
level.skyfog = info->skyfog;
level.deathsequence = info->deathsequence;
level.pixelstretch = info->pixelstretch;
compatflags.Callback();
compatflags2.Callback();
level.DefaultEnvironment = info->DefaultEnvironment;
level.lightmode = info->lightmode == ELightMode::NotSet? (ELightMode)*gl_lightmode : info->lightmode;
level.brightfog = info->brightfog < 0? gl_brightfog : !!info->brightfog;
level.lightadditivesurfaces = info->lightadditivesurfaces < 0 ? gl_lightadditivesurfaces : !!info->lightadditivesurfaces;
level.notexturefill = info->notexturefill < 0 ? gl_notexturefill : !!info->notexturefill;
}
//==========================================================================
//
//
//==========================================================================
bool FLevelLocals::IsJumpingAllowed() const
{
if (dmflags & DF_NO_JUMP)
return false;
if (dmflags & DF_YES_JUMP)
return true;
return !(flags & LEVEL_JUMP_NO);
}
DEFINE_ACTION_FUNCTION(FLevelLocals, IsJumpingAllowed)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
ACTION_RETURN_BOOL(self->IsJumpingAllowed());
}
//==========================================================================
//
//
//==========================================================================
bool FLevelLocals::IsCrouchingAllowed() const
{
if (dmflags & DF_NO_CROUCH)
return false;
if (dmflags & DF_YES_CROUCH)
return true;
return !(flags & LEVEL_CROUCH_NO);
}
DEFINE_ACTION_FUNCTION(FLevelLocals, IsCrouchingAllowed)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
ACTION_RETURN_BOOL(self->IsCrouchingAllowed());
}
//==========================================================================
//
//
//==========================================================================
bool FLevelLocals::IsFreelookAllowed() const
{
if (dmflags & DF_NO_FREELOOK)
return false;
if (dmflags & DF_YES_FREELOOK)
return true;
return !(flags & LEVEL_FREELOOK_NO);
}
DEFINE_ACTION_FUNCTION(FLevelLocals, IsFreelookAllowed)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
ACTION_RETURN_BOOL(self->IsFreelookAllowed());
}
//==========================================================================
//
//
//==========================================================================
FString CalcMapName (int episode, int level)
{
FString lumpname;
if (gameinfo.flags & GI_MAPxx)
{
lumpname.Format("MAP%02d", level);
}
else
{
lumpname = "";
lumpname << 'E' << ('0' + episode) << 'M' << ('0' + level);
}
return lumpname;
}
//==========================================================================
//
//
//==========================================================================
void G_AirControlChanged ()
{
if (level.aircontrol <= 1/256.)
{
level.airfriction = 1.;
}
else
{
// Friction is inversely proportional to the amount of control
level.airfriction = level.aircontrol * -0.0941 + 1.0004;
}
}
//==========================================================================
//
// Archives the current level
//
//==========================================================================
void G_SnapshotLevel ()
{
level.info->Snapshot.Clean();
if (level.info->isValid())
{
FSerializer arc;
if (arc.OpenWriter(save_formatted))
{
SaveVersion = SAVEVER;
G_SerializeLevel(arc, false);
level.info->Snapshot = arc.GetCompressedOutput();
}
}
}
//==========================================================================
//
// Unarchives the current level based on its snapshot
// The level should have already been loaded and setup.
//
//==========================================================================
void G_UnSnapshotLevel (bool hubLoad)
{
if (level.info->Snapshot.mBuffer == nullptr)
return;
if (level.info->isValid())
{
FSerializer arc;
if (!arc.OpenReader(&level.info->Snapshot))
{
I_Error("Failed to load savegame");
return;
}
G_SerializeLevel (arc, hubLoad);
level.FromSnapshot = true;
TThinkerIterator<APlayerPawn> it;
APlayerPawn *pawn, *next;
next = it.Next();
while ((pawn = next) != 0)
{
next = it.Next();
if (pawn->player == NULL || pawn->player->mo == NULL || !playeringame[pawn->player - players])
{
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)
{
break;
}
}
if (i == MAXPLAYERS)
{
pawn->Destroy ();
}
}
}
arc.Close();
}
// No reason to keep the snapshot around once the level's been entered.
level.info->Snapshot.Clean();
if (hubLoad)
{
// Unlock ACS global strings that were locked when the snapshot was made.
FBehavior::StaticUnlockLevelVarStrings();
}
}
//==========================================================================
//
//
//==========================================================================
void G_WriteSnapshots(TArray<FString> &filenames, TArray<FCompressedBuffer> &buffers)
{
unsigned int i;
FString filename;
for (i = 0; i < wadlevelinfos.Size(); i++)
{
if (wadlevelinfos[i].Snapshot.mCompressedSize > 0)
{
filename.Format("%s.map.json", wadlevelinfos[i].MapName.GetChars());
filename.ToLower();
filenames.Push(filename);
buffers.Push(wadlevelinfos[i].Snapshot);
}
}
if (TheDefaultLevelInfo.Snapshot.mCompressedSize > 0)
{
filename.Format("%s.mapd.json", TheDefaultLevelInfo.MapName.GetChars());
filename.ToLower();
filenames.Push(filename);
buffers.Push(TheDefaultLevelInfo.Snapshot);
}
}
//==========================================================================
//
//
//==========================================================================
void G_WriteVisited(FSerializer &arc)
{
if (arc.BeginArray("visited"))
{
// Write out which levels have been visited
for (auto & wi : wadlevelinfos)
{
if (wi.flags & LEVEL_VISITED)
{
arc.AddString(nullptr, wi.MapName);
}
}
arc.EndArray();
}
// Store player classes to be used when spawning a random class
if (multiplayer)
{
arc.Array("randomclasses", SinglePlayerClass, MAXPLAYERS);
}
if (arc.BeginObject("playerclasses"))
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
FString key;
key.Format("%d", i);
arc(key, players[i].cls);
}
}
arc.EndObject();
}
}
//==========================================================================
//
//
//==========================================================================
void G_ReadSnapshots(FResourceFile *resf)
{
FString MapName;
level_info_t *i;
G_ClearSnapshots();
for (unsigned j = 0; j < resf->LumpCount(); j++)
{
FResourceLump * resl = resf->GetLump(j);
if (resl != nullptr)
{
auto 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();
}
}
}
}
}
//==========================================================================
//
//
//==========================================================================
void G_ReadVisited(FSerializer &arc)
{
if (arc.BeginArray("visited"))
{
for (int s = arc.ArraySize(); s > 0; s--)
{
FString str;
arc(nullptr, str);
auto i = FindLevelInfo(str);
if (i != nullptr) i->flags |= LEVEL_VISITED;
}
arc.EndArray();
}
arc.Array("randomclasses", SinglePlayerClass, MAXPLAYERS);
if (arc.BeginObject("playerclasses"))
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
FString key;
key.Format("%d", i);
arc(key, players[i].cls);
}
arc.EndObject();
}
}
//==========================================================================
//
//
//==========================================================================
CCMD(listsnapshots)
{
for (unsigned i = 0; i < wadlevelinfos.Size(); ++i)
{
FCompressedBuffer *snapshot = &wadlevelinfos[i].Snapshot;
if (snapshot->mBuffer != nullptr)
{
Printf("%s (%u -> %u bytes)\n", wadlevelinfos[i].MapName.GetChars(), snapshot->mCompressedSize, snapshot->mSize);
}
}
}
//==========================================================================
//
//
//==========================================================================
void P_WriteACSDefereds (FSerializer &arc)
{
bool found = false;
// only write this stuff if needed
for (auto &wi : wadlevelinfos)
{
if (wi.deferred.Size() > 0)
{
found = true;
break;
}
}
if (found && arc.BeginObject("deferred"))
{
for (auto &wi : wadlevelinfos)
{
if (wi.deferred.Size() > 0)
{
if (wi.deferred.Size() > 0)
{
arc(wi.MapName, wi.deferred);
}
}
}
arc.EndObject();
}
}
//==========================================================================
//
//
//==========================================================================
void P_ReadACSDefereds (FSerializer &arc)
{
FString MapName;
P_RemoveDefereds ();
if (arc.BeginObject("deferred"))
{
const char *key;
while ((key = arc.GetKey()))
{
level_info_t *i = FindLevelInfo(key);
if (i == NULL)
{
I_Error("Unknown map '%s' in savegame", key);
}
arc(nullptr, i->deferred);
}
arc.EndObject();
}
}
//==========================================================================
//
//
//==========================================================================
void FLevelLocals::Tick ()
{
// Reset carry sectors
if (Scrolls.Size() > 0)
{
memset (&Scrolls[0], 0, sizeof(Scrolls[0])*Scrolls.Size());
}
}
//==========================================================================
//
//
//==========================================================================
void FLevelLocals::Mark()
{
canvasTextureInfo.Mark();
for (auto &s : sectorPortals)
{
GC::Mark(s.mSkybox);
}
// Mark dead bodies.
for (auto &p : bodyque)
{
GC::Mark(p);
}
}
//==========================================================================
//
//
//==========================================================================
void FLevelLocals::AddScroller (int secnum)
{
if (secnum < 0)
{
return;
}
if (Scrolls.Size() == 0)
{
Scrolls.Resize(sectors.Size());
memset(&Scrolls[0], 0, sizeof(Scrolls[0])*Scrolls.Size());
}
}
//==========================================================================
//
//
//==========================================================================
void FLevelLocals::SetInterMusic(const char *nextmap)
{
auto mus = level.info->MapInterMusic.CheckKey(nextmap);
if (mus != nullptr)
S_ChangeMusic(mus->first, mus->second);
else if (level.info->InterMusic.IsNotEmpty())
S_ChangeMusic(level.info->InterMusic, level.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)
{
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()
));
}
//==========================================================================
//
// 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));
}
}
//==========================================================================
//
// 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;
}