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1990 lines
46 KiB
C++
1990 lines
46 KiB
C++
/*
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** g_level.cpp
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** controls movement between levels
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <assert.h>
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#include "templates.h"
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#include "d_main.h"
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#include "g_level.h"
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#include "g_game.h"
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#include "s_sound.h"
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#include "d_event.h"
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#include "m_random.h"
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#include "doomerrors.h"
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#include "doomstat.h"
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#include "wi_stuff.h"
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#include "w_wad.h"
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#include "am_map.h"
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#include "c_dispatch.h"
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#include "i_system.h"
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#include "p_setup.h"
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#include "p_local.h"
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#include "r_sky.h"
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#include "c_console.h"
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#include "intermission/intermission.h"
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#include "gstrings.h"
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#include "v_video.h"
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#include "st_stuff.h"
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#include "hu_stuff.h"
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#include "p_saveg.h"
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#include "p_acs.h"
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#include "d_protocol.h"
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#include "v_text.h"
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#include "s_sndseq.h"
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#include "b_bot.h"
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#include "sc_man.h"
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#include "sbar.h"
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#include "a_lightning.h"
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#include "m_png.h"
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#include "m_random.h"
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#include "version.h"
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#include "statnums.h"
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#include "sbarinfo.h"
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#include "r_data/r_translate.h"
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#include "p_lnspec.h"
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#include "r_data/r_interpolate.h"
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#include "cmdlib.h"
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#include "d_net.h"
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#include "d_netinf.h"
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#include "v_palette.h"
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#include "menu/menu.h"
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#include "a_sharedglobal.h"
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#include "a_strifeglobal.h"
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#include "r_data/colormaps.h"
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#include "farchive.h"
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#include "r_renderer.h"
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#include "r_utility.h"
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#include "p_spec.h"
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#include "gi.h"
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#include "g_hub.h"
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void STAT_StartNewGame(const char *lev);
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void STAT_ChangeLevel(const char *newl);
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EXTERN_CVAR (Float, sv_gravity)
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EXTERN_CVAR (Float, sv_aircontrol)
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EXTERN_CVAR (Int, disableautosave)
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EXTERN_CVAR (String, playerclass)
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#define SNAP_ID MAKE_ID('s','n','A','p')
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#define DSNP_ID MAKE_ID('d','s','N','p')
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#define VIST_ID MAKE_ID('v','i','S','t')
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#define ACSD_ID MAKE_ID('a','c','S','d')
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#define RCLS_ID MAKE_ID('r','c','L','s')
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#define PCLS_ID MAKE_ID('p','c','L','s')
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void G_VerifySkill();
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static FRandom pr_classchoice ("RandomPlayerClassChoice");
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extern level_info_t TheDefaultLevelInfo;
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extern bool timingdemo;
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// Start time for timing demos
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int starttime;
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extern FString BackupSaveName;
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bool savegamerestore;
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extern int mousex, mousey;
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extern bool sendpause, sendsave, sendturn180, SendLand;
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void *statcopy; // for statistics driver
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FLevelLocals level; // info about current level
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//==========================================================================
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//
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// G_InitNew
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// Can be called by the startup code or the menu task,
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// consoleplayer, playeringame[] should be set.
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//
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//==========================================================================
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static FString d_mapname;
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static int d_skill=-1;
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void G_DeferedInitNew (const char *mapname, int newskill)
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{
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d_mapname = mapname;
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d_skill = newskill;
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CheckWarpTransMap (d_mapname, true);
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gameaction = ga_newgame2;
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}
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void G_DeferedInitNew (FGameStartup *gs)
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{
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if (gs->PlayerClass != NULL) playerclass = gs->PlayerClass;
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d_mapname = AllEpisodes[gs->Episode].mEpisodeMap;
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d_skill = gs->Skill;
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CheckWarpTransMap (d_mapname, true);
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gameaction = ga_newgame2;
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}
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//==========================================================================
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//
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//
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//==========================================================================
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CCMD (map)
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{
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if (netgame)
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{
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Printf ("Use " TEXTCOLOR_BOLD "changemap" TEXTCOLOR_NORMAL " instead. " TEXTCOLOR_BOLD "Map"
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TEXTCOLOR_NORMAL " is for single-player only.\n");
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return;
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}
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if (argv.argc() > 1)
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{
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try
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{
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if (!P_CheckMapData(argv[1]))
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{
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Printf ("No map %s\n", argv[1]);
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}
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else
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{
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G_DeferedInitNew (argv[1]);
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}
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}
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catch(CRecoverableError &error)
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{
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if (error.GetMessage())
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Printf("%s", error.GetMessage());
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}
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}
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else
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{
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Printf ("Usage: map <map name>\n");
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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CCMD(recordmap)
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{
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if (netgame)
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{
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Printf("You cannot record a new game while in a netgame.");
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return;
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}
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if (argv.argc() > 2)
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{
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try
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{
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if (!P_CheckMapData(argv[2]))
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{
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Printf("No map %s\n", argv[2]);
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}
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else
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{
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G_DeferedInitNew(argv[2]);
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gameaction = ga_recordgame;
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newdemoname = argv[1];
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newdemomap = argv[2];
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}
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}
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catch (CRecoverableError &error)
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{
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if (error.GetMessage())
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Printf("%s", error.GetMessage());
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}
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}
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else
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{
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Printf("Usage: recordmap <filename> <map name>\n");
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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CCMD (open)
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{
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if (netgame)
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{
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Printf ("You cannot use open in multiplayer games.\n");
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return;
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}
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if (argv.argc() > 1)
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{
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d_mapname = "file:";
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d_mapname += argv[1];
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if (!P_CheckMapData(d_mapname))
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{
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Printf ("No map %s\n", d_mapname.GetChars());
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}
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else
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{
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gameaction = ga_newgame2;
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d_skill = -1;
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}
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}
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else
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{
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Printf ("Usage: open <map file>\n");
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void G_NewInit ()
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{
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int i;
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// Destory all old player refrences that may still exist
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TThinkerIterator<APlayerPawn> it(STAT_TRAVELLING);
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APlayerPawn *pawn, *next;
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next = it.Next();
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while ((pawn = next) != NULL)
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{
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next = it.Next();
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pawn->flags |= MF_NOSECTOR | MF_NOBLOCKMAP;
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pawn->Destroy();
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}
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G_ClearSnapshots ();
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ST_SetNeedRefresh();
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netgame = false;
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multiplayer = false;
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if (demoplayback)
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{
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C_RestoreCVars ();
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demoplayback = false;
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D_SetupUserInfo ();
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}
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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player_t *p = &players[i];
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userinfo_t saved_ui;
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saved_ui.TransferFrom(players[i].userinfo);
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int chasecam = p->cheats & CF_CHASECAM;
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p->~player_t();
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::new(p) player_t;
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players[i].cheats |= chasecam;
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players[i].playerstate = PST_DEAD;
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playeringame[i] = 0;
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players[i].userinfo.TransferFrom(saved_ui);
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}
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BackupSaveName = "";
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consoleplayer = 0;
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NextSkill = -1;
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void G_DoNewGame (void)
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{
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G_NewInit ();
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playeringame[consoleplayer] = 1;
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if (d_skill != -1)
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{
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gameskill = d_skill;
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}
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G_InitNew (d_mapname, false);
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gameaction = ga_nothing;
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}
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//==========================================================================
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//
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// Initializes player classes in case they are random.
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// This gets called at the start of a new game, and the classes
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// chosen here are used for the remainder of a single-player
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// or coop game. These are ignored for deathmatch.
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//
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//==========================================================================
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static void InitPlayerClasses ()
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{
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if (!savegamerestore)
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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SinglePlayerClass[i] = players[i].userinfo.GetPlayerClassNum();
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if (SinglePlayerClass[i] < 0 || !playeringame[i])
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{
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SinglePlayerClass[i] = (pr_classchoice()) % PlayerClasses.Size ();
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}
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players[i].cls = NULL;
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players[i].CurrentPlayerClass = SinglePlayerClass[i];
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}
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void G_InitNew (const char *mapname, bool bTitleLevel)
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{
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bool wantFast;
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int i;
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if (!savegamerestore)
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{
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G_ClearHubInfo();
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G_ClearSnapshots ();
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P_RemoveDefereds ();
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// [RH] Mark all levels as not visited
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for (unsigned int i = 0; i < wadlevelinfos.Size(); i++)
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wadlevelinfos[i].flags = wadlevelinfos[i].flags & ~LEVEL_VISITED;
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}
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UnlatchCVars ();
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G_VerifySkill();
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UnlatchCVars ();
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if (paused)
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{
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paused = 0;
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S_ResumeSound (false);
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}
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if (StatusBar != NULL)
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{
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StatusBar->Destroy();
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StatusBar = NULL;
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}
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if (bTitleLevel)
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{
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StatusBar = new DBaseStatusBar (0);
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}
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else if (SBarInfoScript[SCRIPT_CUSTOM] != NULL)
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{
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int cstype = SBarInfoScript[SCRIPT_CUSTOM]->GetGameType();
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//Did the user specify a "base"
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if(cstype == GAME_Strife)
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{
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StatusBar = CreateStrifeStatusBar();
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}
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else if(cstype == GAME_Any) //Use the default, empty or custom.
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{
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StatusBar = CreateCustomStatusBar(SCRIPT_CUSTOM);
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}
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else
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{
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StatusBar = CreateCustomStatusBar(SCRIPT_DEFAULT);
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}
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}
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if (StatusBar == NULL)
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{
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if (gameinfo.gametype & (GAME_DoomChex|GAME_Heretic|GAME_Hexen))
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{
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StatusBar = CreateCustomStatusBar (SCRIPT_DEFAULT);
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}
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else if (gameinfo.gametype == GAME_Strife)
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{
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StatusBar = CreateStrifeStatusBar ();
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}
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else
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{
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StatusBar = new DBaseStatusBar (0);
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}
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}
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GC::WriteBarrier(StatusBar);
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StatusBar->AttachToPlayer (&players[consoleplayer]);
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StatusBar->NewGame ();
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setsizeneeded = true;
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if (gameinfo.gametype == GAME_Strife || (SBarInfoScript[SCRIPT_CUSTOM] != NULL && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife))
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{
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// Set the initial quest log text for Strife.
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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players[i].SetLogText ("Find help");
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}
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}
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// [RH] If this map doesn't exist, bomb out
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if (!P_CheckMapData(mapname))
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{
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I_Error ("Could not find map %s\n", mapname);
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}
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wantFast = !!G_SkillProperty(SKILLP_FastMonsters);
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GameSpeed = wantFast ? SPEED_Fast : SPEED_Normal;
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if (!savegamerestore)
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{
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if (!netgame && !demorecording && !demoplayback)
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{
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// [RH] Change the random seed for each new single player game
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// [ED850] The demo already sets the RNG.
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rngseed = use_staticrng ? staticrngseed : (rngseed + 1);
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}
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FRandom::StaticClearRandom ();
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P_ClearACSVars(true);
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level.time = 0;
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level.maptime = 0;
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level.totaltime = 0;
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if (!multiplayer || !deathmatch)
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{
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InitPlayerClasses ();
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}
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// force players to be initialized upon first level load
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for (i = 0; i < MAXPLAYERS; i++)
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players[i].playerstate = PST_ENTER; // [BC]
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STAT_StartNewGame(mapname);
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}
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usergame = !bTitleLevel; // will be set false if a demo
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paused = 0;
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demoplayback = false;
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automapactive = false;
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viewactive = true;
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V_SetBorderNeedRefresh();
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//Added by MC: Initialize bots.
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if (!deathmatch)
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{
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bglobal.Init ();
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}
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level.MapName = mapname;
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if (bTitleLevel)
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{
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gamestate = GS_TITLELEVEL;
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}
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else if (gamestate != GS_STARTUP)
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{
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gamestate = GS_LEVEL;
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}
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G_DoLoadLevel (0, false);
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}
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//
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// G_DoCompleted
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//
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static FString nextlevel;
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static int startpos; // [RH] Support for multiple starts per level
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extern int NoWipe; // [RH] Don't wipe when travelling in hubs
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static int changeflags;
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static bool unloading;
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//==========================================================================
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//
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// [RH] The position parameter to these next three functions should
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// match the first parameter of the single player start spots
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// that should appear in the next map.
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//
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//==========================================================================
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void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill)
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{
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level_info_t *nextinfo = NULL;
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if (unloading)
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{
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Printf (TEXTCOLOR_RED "Unloading scripts cannot exit the level again.\n");
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return;
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}
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if (gameaction == ga_completed && !(i_compatflags2 & COMPATF2_MULTIEXIT)) // do not exit multiple times.
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{
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return;
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}
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if (levelname == NULL || *levelname == 0)
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{
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// end the game
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levelname = NULL;
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if (!level.NextMap.Compare("enDSeQ",6))
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{
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nextlevel = level.NextMap; // If there is already an end sequence please leave it alone!
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}
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else
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{
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nextlevel.Format("enDSeQ%04x", int(gameinfo.DefaultEndSequence));
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}
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}
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else if (strncmp(levelname, "enDSeQ", 6) != 0)
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{
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FString reallevelname = levelname;
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CheckWarpTransMap(reallevelname, true);
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nextinfo = FindLevelInfo (reallevelname, false);
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if (nextinfo != NULL)
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{
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level_info_t *nextredir = nextinfo->CheckLevelRedirect();
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if (nextredir != NULL)
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{
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nextinfo = nextredir;
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}
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nextlevel = nextinfo->MapName;
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}
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else
|
|
{
|
|
nextlevel = levelname;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
nextlevel = levelname;
|
|
}
|
|
|
|
if (nextSkill != -1)
|
|
NextSkill = nextSkill;
|
|
|
|
if (flags & CHANGELEVEL_NOINTERMISSION)
|
|
{
|
|
level.flags |= LEVEL_NOINTERMISSION;
|
|
}
|
|
|
|
cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
|
|
cluster_info_t *nextcluster = nextinfo? FindClusterInfo (nextinfo->cluster) : NULL;
|
|
|
|
startpos = position;
|
|
gameaction = ga_completed;
|
|
|
|
if (nextinfo != NULL)
|
|
{
|
|
if (thiscluster != nextcluster || (thiscluster && !(thiscluster->flags & CLUSTER_HUB)))
|
|
{
|
|
if (nextinfo->flags2 & LEVEL2_RESETINVENTORY)
|
|
{
|
|
flags |= CHANGELEVEL_RESETINVENTORY;
|
|
}
|
|
if (nextinfo->flags2 & LEVEL2_RESETHEALTH)
|
|
{
|
|
flags |= CHANGELEVEL_RESETHEALTH;
|
|
}
|
|
}
|
|
}
|
|
changeflags = flags;
|
|
|
|
bglobal.End(); //Added by MC:
|
|
|
|
// [RH] Give scripts a chance to do something
|
|
unloading = true;
|
|
FBehavior::StaticStartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true);
|
|
unloading = false;
|
|
|
|
STAT_ChangeLevel(nextlevel);
|
|
|
|
if (thiscluster && (thiscluster->flags & CLUSTER_HUB))
|
|
{
|
|
if ((level.flags & LEVEL_NOINTERMISSION) || (nextcluster == thiscluster))
|
|
NoWipe = 35;
|
|
D_DrawIcon = "TELEICON";
|
|
}
|
|
|
|
for(int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
player_t *player = &players[i];
|
|
|
|
// Un-crouch all players here.
|
|
player->Uncrouch();
|
|
|
|
// If this is co-op, respawn any dead players now so they can
|
|
// keep their inventory on the next map.
|
|
if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN) && !deathmatch && player->playerstate == PST_DEAD)
|
|
{
|
|
// Copied from the end of P_DeathThink [[
|
|
player->cls = NULL; // Force a new class if the player is using a random class
|
|
player->playerstate = PST_REBORN;
|
|
if (player->mo->special1 > 2)
|
|
{
|
|
player->mo->special1 = 0;
|
|
}
|
|
// ]]
|
|
G_DoReborn(i, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
const char *G_GetExitMap()
|
|
{
|
|
return level.NextMap;
|
|
}
|
|
|
|
const char *G_GetSecretExitMap()
|
|
{
|
|
const char *nextmap = level.NextMap;
|
|
|
|
if (level.NextSecretMap.Len() > 0)
|
|
{
|
|
if (P_CheckMapData(level.NextSecretMap))
|
|
{
|
|
nextmap = level.NextSecretMap;
|
|
}
|
|
}
|
|
return nextmap;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_ExitLevel (int position, bool keepFacing)
|
|
{
|
|
G_ChangeLevel(G_GetExitMap(), position, keepFacing ? CHANGELEVEL_KEEPFACING : 0);
|
|
}
|
|
|
|
void G_SecretExitLevel (int position)
|
|
{
|
|
G_ChangeLevel(G_GetSecretExitMap(), position, 0);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_DoCompleted (void)
|
|
{
|
|
int i;
|
|
|
|
gameaction = ga_nothing;
|
|
|
|
if ( gamestate == GS_DEMOSCREEN
|
|
|| gamestate == GS_FULLCONSOLE
|
|
|| gamestate == GS_STARTUP)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (gamestate == GS_TITLELEVEL)
|
|
{
|
|
level.MapName = nextlevel;
|
|
G_DoLoadLevel (startpos, false);
|
|
startpos = 0;
|
|
viewactive = true;
|
|
return;
|
|
}
|
|
|
|
// [RH] Mark this level as having been visited
|
|
if (!(level.flags & LEVEL_CHANGEMAPCHEAT))
|
|
FindLevelInfo (level.MapName)->flags |= LEVEL_VISITED;
|
|
|
|
if (automapactive)
|
|
AM_Stop ();
|
|
|
|
wminfo.finished_ep = level.cluster - 1;
|
|
wminfo.LName0 = TexMan[TexMan.CheckForTexture(level.info->PName, FTexture::TEX_MiscPatch)];
|
|
wminfo.current = level.MapName;
|
|
|
|
if (deathmatch &&
|
|
(dmflags & DF_SAME_LEVEL) &&
|
|
!(level.flags & LEVEL_CHANGEMAPCHEAT))
|
|
{
|
|
wminfo.next = level.MapName;
|
|
wminfo.LName1 = wminfo.LName0;
|
|
}
|
|
else
|
|
{
|
|
level_info_t *nextinfo = FindLevelInfo (nextlevel, false);
|
|
if (nextinfo == NULL || strncmp (nextlevel, "enDSeQ", 6) == 0)
|
|
{
|
|
wminfo.next = nextlevel;
|
|
wminfo.LName1 = NULL;
|
|
}
|
|
else
|
|
{
|
|
wminfo.next = nextinfo->MapName;
|
|
wminfo.LName1 = TexMan[TexMan.CheckForTexture(nextinfo->PName, FTexture::TEX_MiscPatch)];
|
|
}
|
|
}
|
|
|
|
CheckWarpTransMap (wminfo.next, true);
|
|
nextlevel = wminfo.next;
|
|
|
|
wminfo.next_ep = FindLevelInfo (wminfo.next)->cluster - 1;
|
|
wminfo.maxkills = level.total_monsters;
|
|
wminfo.maxitems = level.total_items;
|
|
wminfo.maxsecret = level.total_secrets;
|
|
wminfo.maxfrags = 0;
|
|
wminfo.partime = TICRATE * level.partime;
|
|
wminfo.sucktime = level.sucktime;
|
|
wminfo.pnum = consoleplayer;
|
|
wminfo.totaltime = level.totaltime;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
wminfo.plyr[i].in = playeringame[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->ClearSnapshot();
|
|
}
|
|
}
|
|
else
|
|
{ // Forget the states of all existing levels.
|
|
G_ClearSnapshots ();
|
|
|
|
if (mode == FINISH_NextHub)
|
|
{ // Reset world variables for the new hub.
|
|
P_ClearACSVars(false);
|
|
}
|
|
level.time = 0;
|
|
level.maptime = 0;
|
|
}
|
|
|
|
if (!deathmatch &&
|
|
((level.flags & LEVEL_NOINTERMISSION) ||
|
|
((nextcluster == thiscluster) && (thiscluster->flags & CLUSTER_HUB))))
|
|
{
|
|
G_WorldDone ();
|
|
return;
|
|
}
|
|
|
|
gamestate = GS_INTERMISSION;
|
|
viewactive = false;
|
|
automapactive = false;
|
|
|
|
// [RH] If you ever get a statistics driver operational, adapt this.
|
|
// if (statcopy)
|
|
// memcpy (statcopy, &wminfo, sizeof(wminfo));
|
|
|
|
WI_Start (&wminfo);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
class DAutosaver : public DThinker
|
|
{
|
|
DECLARE_CLASS (DAutosaver, DThinker)
|
|
public:
|
|
void Tick ();
|
|
};
|
|
|
|
IMPLEMENT_CLASS (DAutosaver)
|
|
|
|
void DAutosaver::Tick ()
|
|
{
|
|
Net_WriteByte (DEM_CHECKAUTOSAVE);
|
|
Destroy ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// G_DoLoadLevel
|
|
//
|
|
//==========================================================================
|
|
|
|
extern gamestate_t wipegamestate;
|
|
|
|
void G_DoLoadLevel (int position, bool autosave)
|
|
{
|
|
static int lastposition = 0;
|
|
gamestate_t oldgs = gamestate;
|
|
int i;
|
|
|
|
if (NextSkill >= 0)
|
|
{
|
|
UCVarValue val;
|
|
val.Int = NextSkill;
|
|
gameskill.ForceSet (val, CVAR_Int);
|
|
NextSkill = -1;
|
|
}
|
|
|
|
if (position == -1)
|
|
position = lastposition;
|
|
else
|
|
lastposition = position;
|
|
|
|
G_InitLevelLocals ();
|
|
StatusBar->DetachAllMessages ();
|
|
|
|
// Force 'teamplay' to 'true' if need be.
|
|
if (level.flags2 & LEVEL2_FORCETEAMPLAYON)
|
|
teamplay = true;
|
|
|
|
// Force 'teamplay' to 'false' if need be.
|
|
if (level.flags2 & LEVEL2_FORCETEAMPLAYOFF)
|
|
teamplay = false;
|
|
|
|
FString mapname = level.MapName;
|
|
mapname.ToLower();
|
|
Printf (
|
|
"\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36"
|
|
"\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n"
|
|
TEXTCOLOR_BOLD "%s - %s\n\n",
|
|
mapname.GetChars(), level.LevelName.GetChars());
|
|
|
|
if (wipegamestate == GS_LEVEL)
|
|
wipegamestate = GS_FORCEWIPE;
|
|
|
|
if (gamestate != GS_TITLELEVEL)
|
|
{
|
|
gamestate = GS_LEVEL;
|
|
}
|
|
|
|
// Set the sky map.
|
|
// First thing, we have a dummy sky texture name,
|
|
// a flat. The data is in the WAD only because
|
|
// we look for an actual index, instead of simply
|
|
// setting one.
|
|
skyflatnum = TexMan.GetTexture (gameinfo.SkyFlatName, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
// DOOM determines the sky texture to be used
|
|
// depending on the current episode and the game version.
|
|
// [RH] Fetch sky parameters from FLevelLocals.
|
|
sky1texture = level.skytexture1;
|
|
sky2texture = level.skytexture2;
|
|
|
|
// [RH] Set up details about sky rendering
|
|
R_InitSkyMap ();
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && (deathmatch || players[i].playerstate == PST_DEAD))
|
|
players[i].playerstate = PST_ENTER; // [BC]
|
|
memset (players[i].frags,0,sizeof(players[i].frags));
|
|
if (!(dmflags2 & DF2_YES_KEEPFRAGS) && (alwaysapplydmflags || deathmatch))
|
|
players[i].fragcount = 0;
|
|
}
|
|
|
|
if (changeflags & CHANGELEVEL_NOMONSTERS)
|
|
{
|
|
level.flags2 |= LEVEL2_NOMONSTERS;
|
|
}
|
|
else
|
|
{
|
|
level.flags2 &= ~LEVEL2_NOMONSTERS;
|
|
}
|
|
if (changeflags & CHANGELEVEL_PRERAISEWEAPON)
|
|
{
|
|
level.flags2 |= LEVEL2_PRERAISEWEAPON;
|
|
}
|
|
|
|
level.maptime = 0;
|
|
P_SetupLevel (level.MapName, position);
|
|
|
|
AM_LevelInit();
|
|
|
|
// [RH] Start lightning, if MAPINFO tells us to
|
|
if (level.flags & LEVEL_STARTLIGHTNING)
|
|
{
|
|
P_StartLightning ();
|
|
}
|
|
|
|
gameaction = ga_nothing;
|
|
|
|
// clear cmd building stuff
|
|
ResetButtonStates ();
|
|
|
|
SendItemUse = NULL;
|
|
SendItemDrop = NULL;
|
|
mousex = mousey = 0;
|
|
sendpause = sendsave = sendturn180 = SendLand = false;
|
|
LocalViewAngle = 0;
|
|
LocalViewPitch = 0;
|
|
paused = 0;
|
|
|
|
//Added by MC: Initialize bots.
|
|
if (deathmatch)
|
|
{
|
|
bglobal.Init ();
|
|
}
|
|
|
|
if (timingdemo)
|
|
{
|
|
static bool firstTime = true;
|
|
|
|
if (firstTime)
|
|
{
|
|
starttime = I_GetTime (false);
|
|
firstTime = false;
|
|
}
|
|
}
|
|
|
|
level.starttime = gametic;
|
|
G_UnSnapshotLevel (!savegamerestore); // [RH] Restore the state of the level.
|
|
G_FinishTravel ();
|
|
// For each player, if they are viewing through a player, make sure it is themselves.
|
|
for (int ii = 0; ii < MAXPLAYERS; ++ii)
|
|
{
|
|
if (playeringame[ii] && (players[ii].camera == NULL || players[ii].camera->player != NULL))
|
|
{
|
|
players[ii].camera = players[ii].mo;
|
|
}
|
|
}
|
|
StatusBar->AttachToPlayer (&players[consoleplayer]);
|
|
P_DoDeferedScripts (); // [RH] Do script actions that were triggered on another map.
|
|
|
|
if (demoplayback || oldgs == GS_STARTUP || oldgs == GS_TITLELEVEL)
|
|
C_HideConsole ();
|
|
|
|
C_FlushDisplay ();
|
|
|
|
// [RH] Always save the game when entering a new level.
|
|
if (autosave && !savegamerestore && disableautosave < 1)
|
|
{
|
|
DAutosaver GCCNOWARN *dummy = new DAutosaver;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// G_WorldDone
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_WorldDone (void)
|
|
{
|
|
cluster_info_t *nextcluster;
|
|
cluster_info_t *thiscluster;
|
|
|
|
gameaction = ga_worlddone;
|
|
|
|
if (level.flags & LEVEL_CHANGEMAPCHEAT)
|
|
return;
|
|
|
|
thiscluster = FindClusterInfo (level.cluster);
|
|
|
|
if (strncmp (nextlevel, "enDSeQ", 6) == 0)
|
|
{
|
|
FName endsequence = ENamedName(strtol(nextlevel.GetChars()+6, NULL, 16));
|
|
// Strife needs a special case here to choose between good and sad ending. Bad is handled elsewherw.
|
|
if (endsequence == NAME_Inter_Strife)
|
|
{
|
|
if (players[0].mo->FindInventory (QuestItemClasses[24]) ||
|
|
players[0].mo->FindInventory (QuestItemClasses[27]))
|
|
{
|
|
endsequence = NAME_Inter_Strife_Good;
|
|
}
|
|
else
|
|
{
|
|
endsequence = NAME_Inter_Strife_Sad;
|
|
}
|
|
}
|
|
|
|
F_StartFinale (thiscluster->MessageMusic, thiscluster->musicorder,
|
|
thiscluster->cdtrack, thiscluster->cdid,
|
|
thiscluster->FinaleFlat, thiscluster->ExitText,
|
|
thiscluster->flags & CLUSTER_EXITTEXTINLUMP,
|
|
thiscluster->flags & CLUSTER_FINALEPIC,
|
|
thiscluster->flags & CLUSTER_LOOKUPEXITTEXT,
|
|
true, endsequence);
|
|
}
|
|
else
|
|
{
|
|
nextcluster = FindClusterInfo (FindLevelInfo (nextlevel)->cluster);
|
|
|
|
if (nextcluster->cluster != level.cluster && !deathmatch)
|
|
{
|
|
// Only start the finale if the next level's cluster is different
|
|
// than the current one and we're not in deathmatch.
|
|
if (nextcluster->EnterText.IsNotEmpty())
|
|
{
|
|
F_StartFinale (nextcluster->MessageMusic, nextcluster->musicorder,
|
|
nextcluster->cdtrack, nextcluster->cdid,
|
|
nextcluster->FinaleFlat, nextcluster->EnterText,
|
|
nextcluster->flags & CLUSTER_ENTERTEXTINLUMP,
|
|
nextcluster->flags & CLUSTER_FINALEPIC,
|
|
nextcluster->flags & CLUSTER_LOOKUPENTERTEXT,
|
|
false);
|
|
}
|
|
else if (thiscluster->ExitText.IsNotEmpty())
|
|
{
|
|
F_StartFinale (thiscluster->MessageMusic, thiscluster->musicorder,
|
|
thiscluster->cdtrack, nextcluster->cdid,
|
|
thiscluster->FinaleFlat, thiscluster->ExitText,
|
|
thiscluster->flags & CLUSTER_EXITTEXTINLUMP,
|
|
thiscluster->flags & CLUSTER_FINALEPIC,
|
|
thiscluster->flags & CLUSTER_LOOKUPEXITTEXT,
|
|
false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_DoWorldDone (void)
|
|
{
|
|
gamestate = GS_LEVEL;
|
|
if (wminfo.next[0] == 0)
|
|
{
|
|
// Don't crash if no next map is given. Just repeat the current one.
|
|
Printf ("No next map specified.\n");
|
|
}
|
|
else
|
|
{
|
|
level.MapName = nextlevel;
|
|
}
|
|
G_StartTravel ();
|
|
G_DoLoadLevel (startpos, true);
|
|
startpos = 0;
|
|
gameaction = ga_nothing;
|
|
viewactive = true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// G_StartTravel
|
|
//
|
|
// Moves players (and eventually their inventory) to a different statnum,
|
|
// so they will not be destroyed when switching levels. This only applies
|
|
// to real players, not voodoo dolls.
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_StartTravel ()
|
|
{
|
|
if (deathmatch)
|
|
return;
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
AActor *pawn = players[i].mo;
|
|
AInventory *inv;
|
|
players[i].camera = NULL;
|
|
|
|
// Only living players travel. Dead ones get a new body on the new level.
|
|
if (players[i].health > 0)
|
|
{
|
|
pawn->UnlinkFromWorld ();
|
|
P_DelSector_List ();
|
|
int tid = pawn->tid; // Save TID
|
|
pawn->RemoveFromHash ();
|
|
pawn->tid = tid; // Restore TID (but no longer linked into the hash chain)
|
|
pawn->ChangeStatNum (STAT_TRAVELLING);
|
|
|
|
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
|
|
{
|
|
inv->ChangeStatNum (STAT_TRAVELLING);
|
|
inv->UnlinkFromWorld ();
|
|
P_DelSector_List ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bglobal.StartTravel ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// G_FinishTravel
|
|
//
|
|
// Moves any travelling players so that they occupy their newly-spawned
|
|
// copies' locations, destroying the new players in the process (because
|
|
// they are really fake placeholders to show where the travelling players
|
|
// should go).
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_FinishTravel ()
|
|
{
|
|
TThinkerIterator<APlayerPawn> it (STAT_TRAVELLING);
|
|
APlayerPawn *pawn, *pawndup, *oldpawn, *next;
|
|
AInventory *inv;
|
|
FPlayerStart *start;
|
|
int pnum;
|
|
|
|
next = it.Next ();
|
|
while ( (pawn = next) != NULL)
|
|
{
|
|
next = it.Next ();
|
|
pnum = int(pawn->player - players);
|
|
pawn->ChangeStatNum (STAT_PLAYER);
|
|
pawndup = pawn->player->mo;
|
|
start = NULL;
|
|
assert (pawn != pawndup);
|
|
if (pawndup == NULL)
|
|
{ // Oh no! there was no start for this player!
|
|
start = G_PickPlayerStart(pnum, PPS_FORCERANDOM);
|
|
if (start != NULL) pawndup = P_SpawnPlayer(start, pnum, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
|
|
if (pawndup == NULL)
|
|
{
|
|
pawn->flags |= MF_NOSECTOR | MF_NOBLOCKMAP;
|
|
pawn->Destroy();
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (start == NULL)
|
|
{
|
|
start = G_PickPlayerStart(pnum, 0);
|
|
if (start == NULL)
|
|
{
|
|
Printf(TEXTCOLOR_RED "No player %d start to travel to!\n", pnum + 1);
|
|
// Move to the coordinates this player had when they left the level.
|
|
pawn->SetXYZ(pawndup->Pos());
|
|
}
|
|
}
|
|
oldpawn = pawndup;
|
|
|
|
// The player being spawned here is a short lived dummy and
|
|
// must not start any ENTER script or big problems will happen.
|
|
pawndup = P_SpawnPlayer(start, pnum, SPF_TEMPPLAYER);
|
|
if (pawndup != NULL)
|
|
{
|
|
if (!(changeflags & CHANGELEVEL_KEEPFACING))
|
|
{
|
|
pawn->Angles = pawndup->Angles;
|
|
}
|
|
pawn->SetXYZ(pawndup->Pos());
|
|
pawn->Vel = pawndup->Vel;
|
|
pawn->Sector = pawndup->Sector;
|
|
pawn->floorz = pawndup->floorz;
|
|
pawn->ceilingz = pawndup->ceilingz;
|
|
pawn->dropoffz = pawndup->dropoffz;
|
|
pawn->floorsector = pawndup->floorsector;
|
|
pawn->floorpic = pawndup->floorpic;
|
|
pawn->floorterrain = pawndup->floorterrain;
|
|
pawn->ceilingsector = pawndup->ceilingsector;
|
|
pawn->ceilingpic = pawndup->ceilingpic;
|
|
pawn->Floorclip = pawndup->Floorclip;
|
|
pawn->waterlevel = pawndup->waterlevel;
|
|
}
|
|
else
|
|
{
|
|
P_FindFloorCeiling(pawn);
|
|
}
|
|
pawn->target = NULL;
|
|
pawn->lastenemy = NULL;
|
|
pawn->player->mo = pawn;
|
|
pawn->player->camera = pawn;
|
|
pawn->player->viewheight = pawn->ViewHeight;
|
|
pawn->flags2 &= ~MF2_BLASTED;
|
|
DObject::StaticPointerSubstitution (oldpawn, pawn);
|
|
oldpawn->Destroy();
|
|
if (pawndup != NULL)
|
|
{
|
|
pawndup->Destroy();
|
|
}
|
|
pawn->LinkToWorld ();
|
|
pawn->ClearInterpolation();
|
|
pawn->AddToHash ();
|
|
pawn->SetState(pawn->SpawnState);
|
|
pawn->player->SendPitchLimits();
|
|
|
|
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
|
|
{
|
|
inv->ChangeStatNum (STAT_INVENTORY);
|
|
inv->LinkToWorld ();
|
|
inv->Travelled ();
|
|
}
|
|
if (ib_compatflags & BCOMPATF_RESETPLAYERSPEED)
|
|
{
|
|
pawn->Speed = pawn->GetDefault()->Speed;
|
|
}
|
|
if (level.FromSnapshot)
|
|
{
|
|
FBehavior::StaticStartTypedScripts (SCRIPT_Return, pawn, true);
|
|
}
|
|
}
|
|
|
|
bglobal.FinishTravel ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_InitLevelLocals ()
|
|
{
|
|
level_info_t *info;
|
|
|
|
BaseBlendA = 0.0f; // Remove underwater blend effect, if any
|
|
NormalLight.Maps = realcolormaps;
|
|
|
|
// [BB] Instead of just setting the color, we also have to reset Desaturate and build the lights.
|
|
NormalLight.ChangeColor (PalEntry (255, 255, 255), 0);
|
|
|
|
level.gravity = sv_gravity * 35/TICRATE;
|
|
level.aircontrol = sv_aircontrol;
|
|
level.teamdamage = teamdamage;
|
|
level.flags = 0;
|
|
level.flags2 = 0;
|
|
level.flags3 = 0;
|
|
|
|
info = FindLevelInfo (level.MapName);
|
|
|
|
level.info = info;
|
|
level.skyspeed1 = info->skyspeed1;
|
|
level.skyspeed2 = info->skyspeed2;
|
|
level.skytexture1 = TexMan.GetTexture(info->SkyPic1, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
|
|
level.skytexture2 = TexMan.GetTexture(info->SkyPic2, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
|
|
level.fadeto = info->fadeto;
|
|
level.cdtrack = info->cdtrack;
|
|
level.cdid = info->cdid;
|
|
level.FromSnapshot = false;
|
|
if (level.fadeto == 0)
|
|
{
|
|
R_SetDefaultColormap (info->FadeTable);
|
|
if (strnicmp (info->FadeTable, "COLORMAP", 8) != 0)
|
|
{
|
|
level.flags |= LEVEL_HASFADETABLE;
|
|
}
|
|
/*
|
|
}
|
|
else
|
|
{
|
|
NormalLight.ChangeFade (level.fadeto);
|
|
*/
|
|
}
|
|
level.airsupply = info->airsupply*TICRATE;
|
|
level.outsidefog = info->outsidefog;
|
|
level.WallVertLight = info->WallVertLight*2;
|
|
level.WallHorizLight = info->WallHorizLight*2;
|
|
if (info->gravity != 0.f)
|
|
{
|
|
level.gravity = info->gravity * 35/TICRATE;
|
|
}
|
|
if (info->aircontrol != 0.f)
|
|
{
|
|
level.aircontrol = info->aircontrol;
|
|
}
|
|
if (info->teamdamage != 0.f)
|
|
{
|
|
level.teamdamage = info->teamdamage;
|
|
}
|
|
|
|
G_AirControlChanged ();
|
|
|
|
cluster_info_t *clus = FindClusterInfo (info->cluster);
|
|
|
|
level.partime = info->partime;
|
|
level.sucktime = info->sucktime;
|
|
level.cluster = info->cluster;
|
|
level.clusterflags = clus ? clus->flags : 0;
|
|
level.flags |= info->flags;
|
|
level.flags2 |= info->flags2;
|
|
level.flags3 |= info->flags3;
|
|
level.levelnum = info->levelnum;
|
|
level.Music = info->Music;
|
|
level.musicorder = info->musicorder;
|
|
|
|
level.LevelName = level.info->LookupLevelName();
|
|
level.NextMap = info->NextMap;
|
|
level.NextSecretMap = info->NextSecretMap;
|
|
|
|
compatflags.Callback();
|
|
compatflags2.Callback();
|
|
|
|
NormalLight.ChangeFade (level.fadeto);
|
|
|
|
level.DefaultEnvironment = info->DefaultEnvironment;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FLevelLocals::IsJumpingAllowed() const
|
|
{
|
|
if (dmflags & DF_NO_JUMP)
|
|
return false;
|
|
if (dmflags & DF_YES_JUMP)
|
|
return true;
|
|
return !(level.flags & LEVEL_JUMP_NO);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FLevelLocals::IsCrouchingAllowed() const
|
|
{
|
|
if (dmflags & DF_NO_CROUCH)
|
|
return false;
|
|
if (dmflags & DF_YES_CROUCH)
|
|
return true;
|
|
return !(level.flags & LEVEL_CROUCH_NO);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FLevelLocals::IsFreelookAllowed() const
|
|
{
|
|
if (dmflags & DF_NO_FREELOOK)
|
|
return false;
|
|
if (dmflags & DF_YES_FREELOOK)
|
|
return true;
|
|
return !(level.flags & LEVEL_FREELOOK_NO);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FString CalcMapName (int episode, int level)
|
|
{
|
|
FString lumpname;
|
|
|
|
if (gameinfo.flags & GI_MAPxx)
|
|
{
|
|
lumpname.Format("MAP%02d", level);
|
|
}
|
|
else
|
|
{
|
|
lumpname = "";
|
|
lumpname << 'E' << ('0' + episode) << 'M' << ('0' + level);
|
|
}
|
|
return lumpname;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_AirControlChanged ()
|
|
{
|
|
if (level.aircontrol <= 1/256.)
|
|
{
|
|
level.airfriction = 1.;
|
|
}
|
|
else
|
|
{
|
|
// Friction is inversely proportional to the amount of control
|
|
level.airfriction = level.aircontrol * -0.0941 + 1.0004;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
void gl_SerializeGlobals(FArchive &arc);
|
|
|
|
void G_SerializeLevel (FArchive &arc, bool hubLoad)
|
|
{
|
|
int i = level.totaltime;
|
|
|
|
Renderer->StartSerialize(arc);
|
|
if (arc.IsLoading()) P_DestroyThinkers(hubLoad);
|
|
gl_SerializeGlobals(arc);
|
|
|
|
arc << level.flags
|
|
<< level.flags2
|
|
<< level.fadeto
|
|
<< level.found_secrets
|
|
<< level.found_items
|
|
<< level.killed_monsters
|
|
<< level.gravity
|
|
<< level.aircontrol
|
|
<< level.teamdamage
|
|
<< level.maptime
|
|
<< i;
|
|
|
|
// Hub transitions must keep the current total time
|
|
if (!hubLoad)
|
|
level.totaltime = i;
|
|
|
|
arc << level.skytexture1 << level.skytexture2;
|
|
if (arc.IsLoading())
|
|
{
|
|
sky1texture = level.skytexture1;
|
|
sky2texture = level.skytexture2;
|
|
R_InitSkyMap();
|
|
}
|
|
|
|
G_AirControlChanged ();
|
|
|
|
BYTE t;
|
|
|
|
// Does this level have scrollers?
|
|
if (arc.IsStoring ())
|
|
{
|
|
t = level.Scrolls ? 1 : 0;
|
|
arc << t;
|
|
}
|
|
else
|
|
{
|
|
arc << t;
|
|
if (level.Scrolls)
|
|
{
|
|
delete[] level.Scrolls;
|
|
level.Scrolls = NULL;
|
|
}
|
|
if (t)
|
|
{
|
|
level.Scrolls = new FSectorScrollValues[numsectors];
|
|
memset (level.Scrolls, 0, sizeof(level.Scrolls)*numsectors);
|
|
}
|
|
}
|
|
|
|
FBehavior::StaticSerializeModuleStates (arc);
|
|
if (arc.IsLoading()) interpolator.ClearInterpolations();
|
|
P_SerializeWorld(arc);
|
|
P_SerializeThinkers (arc, hubLoad);
|
|
P_SerializeWorldActors(arc); // serializing actor pointers in the world data must be done after SerializeWorld has restored the entire sector state, otherwise LinkToWorld may fail.
|
|
P_SerializePolyobjs (arc);
|
|
P_SerializeSubsectors(arc);
|
|
StatusBar->Serialize (arc);
|
|
|
|
arc << level.total_monsters << level.total_items << level.total_secrets;
|
|
|
|
// Does this level have custom translations?
|
|
FRemapTable *trans;
|
|
WORD w;
|
|
if (arc.IsStoring ())
|
|
{
|
|
for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
|
|
{
|
|
trans = translationtables[TRANSLATION_LevelScripted][i];
|
|
if (trans != NULL && !trans->IsIdentity())
|
|
{
|
|
w = WORD(i);
|
|
arc << w;
|
|
trans->Serialize(arc);
|
|
}
|
|
}
|
|
w = 0xffff;
|
|
arc << w;
|
|
}
|
|
else
|
|
{
|
|
while (arc << w, w != 0xffff)
|
|
{
|
|
trans = translationtables[TRANSLATION_LevelScripted].GetVal(w);
|
|
if (trans == NULL)
|
|
{
|
|
trans = new FRemapTable;
|
|
translationtables[TRANSLATION_LevelScripted].SetVal(w, trans);
|
|
}
|
|
trans->Serialize(arc);
|
|
}
|
|
}
|
|
|
|
// This must be saved, too, of course!
|
|
FCanvasTextureInfo::Serialize (arc);
|
|
AM_SerializeMarkers(arc);
|
|
|
|
P_SerializePlayers (arc, hubLoad);
|
|
P_SerializeSounds (arc);
|
|
if (arc.IsLoading())
|
|
{
|
|
for (i = 0; i < numsectors; i++)
|
|
{
|
|
P_Recalculate3DFloors(§ors[i]);
|
|
}
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i] && players[i].mo != NULL)
|
|
{
|
|
players[i].mo->SetupWeaponSlots();
|
|
}
|
|
}
|
|
}
|
|
Renderer->EndSerialize(arc);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Archives the current level
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_SnapshotLevel ()
|
|
{
|
|
if (level.info->snapshot)
|
|
delete level.info->snapshot;
|
|
|
|
if (level.info->isValid())
|
|
{
|
|
level.info->snapshotVer = SAVEVER;
|
|
level.info->snapshot = new FCompressedMemFile;
|
|
level.info->snapshot->Open ();
|
|
|
|
FArchive arc (*level.info->snapshot);
|
|
|
|
SaveVersion = SAVEVER;
|
|
G_SerializeLevel (arc, false);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Unarchives the current level based on its snapshot
|
|
// The level should have already been loaded and setup.
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_UnSnapshotLevel (bool hubLoad)
|
|
{
|
|
if (level.info->snapshot == NULL)
|
|
return;
|
|
|
|
if (level.info->isValid())
|
|
{
|
|
SaveVersion = level.info->snapshotVer;
|
|
level.info->snapshot->Reopen ();
|
|
FArchive arc (*level.info->snapshot);
|
|
if (hubLoad)
|
|
arc.SetHubTravel ();
|
|
G_SerializeLevel (arc, hubLoad);
|
|
arc.Close ();
|
|
level.FromSnapshot = true;
|
|
|
|
TThinkerIterator<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->tracer == pawn)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (i == MAXPLAYERS)
|
|
{
|
|
pawn->Destroy ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// No reason to keep the snapshot around once the level's been entered.
|
|
level.info->ClearSnapshot();
|
|
if (hubLoad)
|
|
{
|
|
// Unlock ACS global strings that were locked when the snapshot was made.
|
|
FBehavior::StaticUnlockLevelVarStrings();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static void writeSnapShot (FArchive &arc, level_info_t *i)
|
|
{
|
|
arc << i->snapshotVer << i->MapName;
|
|
i->snapshot->Serialize (arc);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_WriteSnapshots (FILE *file)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < wadlevelinfos.Size(); i++)
|
|
{
|
|
if (wadlevelinfos[i].snapshot)
|
|
{
|
|
FPNGChunkArchive arc (file, SNAP_ID);
|
|
writeSnapShot (arc, (level_info_t *)&wadlevelinfos[i]);
|
|
}
|
|
}
|
|
if (TheDefaultLevelInfo.snapshot != NULL)
|
|
{
|
|
FPNGChunkArchive arc (file, DSNP_ID);
|
|
writeSnapShot(arc, &TheDefaultLevelInfo);
|
|
}
|
|
|
|
FPNGChunkArchive *arc = NULL;
|
|
|
|
// Write out which levels have been visited
|
|
for (i = 0; i < wadlevelinfos.Size(); ++i)
|
|
{
|
|
if (wadlevelinfos[i].flags & LEVEL_VISITED)
|
|
{
|
|
if (arc == NULL)
|
|
{
|
|
arc = new FPNGChunkArchive (file, VIST_ID);
|
|
}
|
|
(*arc) << wadlevelinfos[i].MapName;
|
|
}
|
|
}
|
|
|
|
if (arc != NULL)
|
|
{
|
|
FString empty = "";
|
|
(*arc) << empty;
|
|
delete arc;
|
|
}
|
|
|
|
// Store player classes to be used when spawning a random class
|
|
if (multiplayer)
|
|
{
|
|
FPNGChunkArchive arc2 (file, RCLS_ID);
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
SBYTE cnum = SinglePlayerClass[i];
|
|
arc2 << cnum;
|
|
}
|
|
}
|
|
|
|
// Store player classes that are currently in use
|
|
FPNGChunkArchive arc3 (file, PCLS_ID);
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
BYTE pnum;
|
|
if (playeringame[i])
|
|
{
|
|
pnum = i;
|
|
arc3 << pnum;
|
|
arc3.UserWriteClass (players[i].cls);
|
|
}
|
|
pnum = 255;
|
|
arc3 << pnum;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_ReadSnapshots (PNGHandle *png)
|
|
{
|
|
DWORD chunkLen;
|
|
FString MapName;
|
|
level_info_t *i;
|
|
|
|
G_ClearSnapshots ();
|
|
|
|
chunkLen = (DWORD)M_FindPNGChunk (png, SNAP_ID);
|
|
while (chunkLen != 0)
|
|
{
|
|
FPNGChunkArchive arc (png->File->GetFile(), SNAP_ID, chunkLen);
|
|
DWORD snapver;
|
|
|
|
arc << snapver;
|
|
arc << MapName;
|
|
i = FindLevelInfo (MapName);
|
|
i->snapshotVer = snapver;
|
|
i->snapshot = new FCompressedMemFile;
|
|
i->snapshot->Serialize (arc);
|
|
chunkLen = (DWORD)M_NextPNGChunk (png, SNAP_ID);
|
|
}
|
|
|
|
chunkLen = (DWORD)M_FindPNGChunk (png, DSNP_ID);
|
|
if (chunkLen != 0)
|
|
{
|
|
FPNGChunkArchive arc (png->File->GetFile(), DSNP_ID, chunkLen);
|
|
DWORD snapver;
|
|
|
|
arc << snapver;
|
|
arc << MapName;
|
|
TheDefaultLevelInfo.snapshotVer = snapver;
|
|
TheDefaultLevelInfo.snapshot = new FCompressedMemFile;
|
|
TheDefaultLevelInfo.snapshot->Serialize (arc);
|
|
}
|
|
|
|
chunkLen = (DWORD)M_FindPNGChunk (png, VIST_ID);
|
|
if (chunkLen != 0)
|
|
{
|
|
FPNGChunkArchive arc (png->File->GetFile(), VIST_ID, chunkLen);
|
|
|
|
while (arc << MapName, MapName.Len() > 0)
|
|
{
|
|
i = FindLevelInfo(MapName);
|
|
i->flags |= LEVEL_VISITED;
|
|
}
|
|
}
|
|
|
|
chunkLen = (DWORD)M_FindPNGChunk (png, RCLS_ID);
|
|
if (chunkLen != 0)
|
|
{
|
|
FPNGChunkArchive arc (png->File->GetFile(), PCLS_ID, chunkLen);
|
|
SBYTE cnum;
|
|
|
|
for (DWORD j = 0; j < chunkLen; ++j)
|
|
{
|
|
arc << cnum;
|
|
SinglePlayerClass[j] = cnum;
|
|
}
|
|
}
|
|
|
|
chunkLen = (DWORD)M_FindPNGChunk (png, PCLS_ID);
|
|
if (chunkLen != 0)
|
|
{
|
|
FPNGChunkArchive arc (png->File->GetFile(), RCLS_ID, chunkLen);
|
|
BYTE pnum;
|
|
|
|
arc << pnum;
|
|
while (pnum != 255)
|
|
{
|
|
arc.UserReadClass (players[pnum].cls);
|
|
arc << pnum;
|
|
}
|
|
}
|
|
png->File->ResetFilePtr();
|
|
}
|
|
|
|
//==========================================================================
|
|
|
|
CCMD(listsnapshots)
|
|
{
|
|
for (unsigned i = 0; i < wadlevelinfos.Size(); ++i)
|
|
{
|
|
FCompressedMemFile *snapshot = wadlevelinfos[i].snapshot;
|
|
if (snapshot != NULL)
|
|
{
|
|
unsigned int comp, uncomp;
|
|
snapshot->GetSizes(comp, uncomp);
|
|
Printf("%s (%u -> %u bytes)\n", wadlevelinfos[i].MapName.GetChars(), comp, uncomp);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static void writeDefereds (FArchive &arc, level_info_t *i)
|
|
{
|
|
arc << i->MapName << i->defered;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_WriteACSDefereds (FILE *file)
|
|
{
|
|
FPNGChunkArchive *arc = NULL;
|
|
|
|
for (unsigned int i = 0; i < wadlevelinfos.Size(); i++)
|
|
{
|
|
if (wadlevelinfos[i].defered)
|
|
{
|
|
if (arc == NULL)
|
|
{
|
|
arc = new FPNGChunkArchive (file, ACSD_ID);
|
|
}
|
|
writeDefereds (*arc, (level_info_t *)&wadlevelinfos[i]);
|
|
}
|
|
}
|
|
|
|
if (arc != NULL)
|
|
{
|
|
// Signal end of defereds
|
|
FString empty = "";
|
|
(*arc) << empty;
|
|
delete arc;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_ReadACSDefereds (PNGHandle *png)
|
|
{
|
|
FString MapName;
|
|
size_t chunklen;
|
|
|
|
P_RemoveDefereds ();
|
|
|
|
if ((chunklen = M_FindPNGChunk (png, ACSD_ID)) != 0)
|
|
{
|
|
FPNGChunkArchive arc (png->File->GetFile(), ACSD_ID, chunklen);
|
|
|
|
while (arc << MapName, MapName.Len() > 0)
|
|
{
|
|
level_info_t *i = FindLevelInfo(MapName);
|
|
if (i == NULL)
|
|
{
|
|
I_Error("Unknown map '%s' in savegame", MapName.GetChars());
|
|
}
|
|
arc << i->defered;
|
|
}
|
|
}
|
|
png->File->ResetFilePtr();
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FLevelLocals::Tick ()
|
|
{
|
|
// Reset carry sectors
|
|
if (Scrolls != NULL)
|
|
{
|
|
memset (Scrolls, 0, sizeof(*Scrolls)*numsectors);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FLevelLocals::AddScroller (int secnum)
|
|
{
|
|
if (secnum < 0)
|
|
{
|
|
return;
|
|
}
|
|
if (Scrolls == NULL)
|
|
{
|
|
Scrolls = new FSectorScrollValues[numsectors];
|
|
memset (Scrolls, 0, sizeof(*Scrolls)*numsectors);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Lists all currently defined maps
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD(listmaps)
|
|
{
|
|
for(unsigned i = 0; i < wadlevelinfos.Size(); i++)
|
|
{
|
|
level_info_t *info = &wadlevelinfos[i];
|
|
MapData *map = P_OpenMapData(info->MapName, true);
|
|
|
|
if (map != NULL)
|
|
{
|
|
Printf("%s: '%s' (%s)\n", info->MapName.GetChars(), info->LookupLevelName().GetChars(),
|
|
Wads.GetWadName(Wads.GetLumpFile(map->lumpnum)));
|
|
delete map;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|