mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
Introduce some more meaningful function names and structure to the code touched in the last commit
git-svn-id: https://svn.eduke32.com/eduke32@7172 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
3aaa5e04aa
commit
949feae240
4 changed files with 353 additions and 339 deletions
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@ -1119,11 +1119,11 @@ static int32_t VM_ResetPlayer(int const playerNum, int32_t vmFlags, int32_t cons
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}
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if (g_fakeMultiMode)
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P_ResetPlayer(playerNum);
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P_ResetMultiPlayer(playerNum);
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#ifndef NETCODE_DISABLE
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if (g_netServer)
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{
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P_ResetPlayer(playerNum);
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P_ResetMultiPlayer(playerNum);
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Net_SpawnPlayer(playerNum);
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}
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#endif
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@ -579,7 +579,7 @@ void Net_ParseClientPacket(ENetEvent *event)
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sprite[g_player[other].ps->i].cstat = 1+256;
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actor[g_player[other].ps->i].t_data[2] = actor[g_player[other].ps->i].t_data[3] = actor[g_player[other].ps->i].t_data[4] = 0;
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P_ResetPlayer(other);
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P_ResetMultiPlayer(other);
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Net_SpawnPlayer(other);
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break;
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@ -663,7 +663,7 @@ void Net_ParseServerPacket(ENetEvent *event)
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case PACKET_PLAYER_SPAWN:
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if (!(g_player[myconnectindex].ps->gm & MODE_GAME)) break;
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P_ResetPlayer(pbuf[1]);
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P_ResetMultiPlayer(pbuf[1]);
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Bmemcpy(&g_player[pbuf[1]].ps->pos.x, &pbuf[2], sizeof(vec3_t) * 2);
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Bmemcpy(&sprite[g_player[pbuf[1]].ps->i], &pbuf[2], sizeof(vec3_t));
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break;
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@ -625,7 +625,7 @@ static inline void P_ResetTintFade(DukePlayer_t *const pPlayer)
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#endif
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}
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void P_ResetPlayer(int playerNum)
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void P_ResetMultiPlayer(int playerNum)
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{
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auto &p = *g_player[playerNum].ps;
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@ -697,7 +697,7 @@ void P_ResetPlayer(int playerNum)
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VM_OnEvent(EVENT_RESETPLAYER, p.i, playerNum);
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}
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void P_ResetStatus(int playerNum)
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void P_ResetPlayer(int playerNum)
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{
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auto &p = *g_player[playerNum].ps;
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@ -722,7 +722,9 @@ void P_ResetStatus(int playerNum)
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p.footprintcount = 0;
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p.footprintpal = 0;
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p.footprintshade = 0;
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p.frag = 0;
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p.frag_ps = playerNum;
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p.fraggedself = 0;
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p.fric = { 0, 0 };
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p.fta = 0;
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p.ftq = 0;
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@ -752,6 +754,7 @@ void P_ResetStatus(int playerNum)
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p.opyoff = 0;
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p.oq16horiz = F16(140);
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p.orotscrnang = 1; // JBF 20031220
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p.over_shoulder_on = 0;
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p.palette = BASEPAL;
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p.player_par = 0;
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p.pycount = 0;
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@ -840,7 +843,7 @@ void P_ResetInventory(int playerNum)
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VM_OnEvent(EVENT_RESETINVENTORY, p.i, playerNum);
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}
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static void resetprestat(int playerNum, int gameMode)
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static void P_PrepForNewLevel(int playerNum, int gameMode)
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{
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auto &p = *g_player[playerNum].ps;
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@ -963,162 +966,13 @@ static void G_SetupRotfixedSprites(void)
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}
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}
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static inline int G_CheckExitSprite(int spriteNum) { return ((uint16_t)sprite[spriteNum].lotag == UINT16_MAX && (sprite[spriteNum].cstat & 16)); }
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static void prelevel(int g)
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static inline int G_CheckExitSprite(int spriteNum)
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{
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Bmemset(show2dsector, 0, sizeof(show2dsector));
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#ifdef LEGACY_ROR
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Bmemset(ror_protectedsectors, 0, MAXSECTORS);
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#endif
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g_cloudCnt = 0;
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resetprestat(0, g);
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G_SetupGlobalPsky();
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VM_OnEvent(EVENT_PRELEVEL, -1, -1);
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int missedCloudSectors = 0;
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for (int i = 0; i < numsectors; i++)
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{
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sector[i].extra = 256;
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switch (sector[i].lotag)
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{
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case ST_20_CEILING_DOOR:
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case ST_22_SPLITTING_DOOR:
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if (sector[i].floorz > sector[i].ceilingz)
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sector[i].lotag |= 32768u;
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continue;
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}
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if (sector[i].ceilingstat&1)
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{
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if (waloff[sector[i].ceilingpicnum] == 0)
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{
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if (sector[i].ceilingpicnum == LA)
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{
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for (int j = 0; j < 5; j++)
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tloadtile(sector[i].ceilingpicnum + j, 0);
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}
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}
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if (sector[i].ceilingpicnum == CLOUDYSKIES)
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{
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if (g_cloudCnt < ARRAY_SSIZE(g_cloudSect))
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g_cloudSect[g_cloudCnt++] = i;
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else
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missedCloudSectors++;
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}
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if (g_player[0].ps->parallax_sectnum == -1)
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g_player[0].ps->parallax_sectnum = i;
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}
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if (sector[i].lotag == 32767) //Found a secret room
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{
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g_player[0].ps->max_secret_rooms++;
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continue;
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}
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if ((uint16_t)sector[i].lotag == UINT16_MAX)
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{
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g_player[0].ps->exitx = wall[sector[i].wallptr].x;
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g_player[0].ps->exity = wall[sector[i].wallptr].y;
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continue;
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}
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}
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if (missedCloudSectors > 0)
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OSD_Printf(OSDTEXT_RED "Map warning: have %d unhandled CLOUDYSKIES ceilings.\n", missedCloudSectors);
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// NOTE: must be safe loop because callbacks could delete sprites.
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for (int nextSprite, SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nextSprite))
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{
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A_ResetVars(i);
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#if !defined LUNATIC
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A_LoadActor(i);
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#endif
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VM_OnEvent(EVENT_LOADACTOR, i, -1);
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if (G_CheckExitSprite(i))
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{
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g_player[0].ps->exitx = SX(i);
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g_player[0].ps->exity = SY(i);
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}
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else
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{
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switch (DYNAMICTILEMAP(PN(i)))
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{
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case GPSPEED__STATIC:
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// DELETE_AFTER_LOADACTOR. Must not change statnum.
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sector[SECT(i)].extra = SLT(i);
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break;
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case CYCLER__STATIC:
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{
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// DELETE_AFTER_LOADACTOR. Must not change statnum.
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if (g_cyclerCnt >= MAXCYCLERS)
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{
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Bsprintf(tempbuf, "\nToo many cycling sectors (%d max).", MAXCYCLERS);
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G_GameExit(tempbuf);
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}
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auto &cycler = g_cyclers[g_cyclerCnt];
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cycler[0] = SECT(i);
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cycler[1] = SLT(i);
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cycler[2] = SS(i);
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cycler[3] = sector[SECT(i)].floorshade;
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cycler[4] = SHT(i);
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cycler[5] = (SA(i) == 1536);
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g_cyclerCnt++;
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break;
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}
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case SECTOREFFECTOR__STATIC:
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case ACTIVATOR__STATIC:
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case TOUCHPLATE__STATIC:
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case ACTIVATORLOCKED__STATIC:
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case MUSICANDSFX__STATIC:
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case LOCATORS__STATIC:
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case MASTERSWITCH__STATIC:
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case RESPAWN__STATIC:
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sprite[i].cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_ALIGNMENT_MASK);
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break;
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}
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}
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}
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// Delete some effector / effector modifier sprites AFTER the loop running
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// the LOADACTOR events. DELETE_AFTER_LOADACTOR.
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for (int nextSprite, SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nextSprite))
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{
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if (!G_CheckExitSprite(i))
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{
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switch (DYNAMICTILEMAP(PN(i)))
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{
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case GPSPEED__STATIC:
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case CYCLER__STATIC: A_DeleteSprite(i); break;
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}
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}
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}
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for (int i = 0; i < MAXSPRITES; i++)
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{
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if (sprite[i].statnum < MAXSTATUS && (PN(i) != SECTOREFFECTOR || SLT(i) != SE_14_SUBWAY_CAR))
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A_Spawn(-1, i);
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}
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for (int i = 0; i < MAXSPRITES; i++)
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{
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if (sprite[i].statnum < MAXSTATUS && PN(i) == SECTOREFFECTOR && SLT(i) == SE_14_SUBWAY_CAR)
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A_Spawn(-1, i);
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}
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G_SetupRotfixedSprites();
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return ((uint16_t)sprite[spriteNum].lotag == UINT16_MAX && (sprite[spriteNum].cstat & CSTAT_SPRITE_ALIGNMENT_WALL));
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}
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static void G_SetupLightSwitches()
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{
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auto tagbitmap = (uint8_t *)Xcalloc(65536 >> 3, 1);
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for (int nextSprite, SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nextSprite))
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@ -1126,31 +980,31 @@ static void prelevel(int g)
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if (PN(i) <= 0) // oob safety for switch below
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continue;
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for (int ii=0; ii<2; ii++)
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for (int ii = 0; ii < 2; ii++)
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{
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switch (DYNAMICTILEMAP(PN(i) - 1 + ii))
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{
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case DIPSWITCH__STATIC:
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case DIPSWITCH2__STATIC:
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case PULLSWITCH__STATIC:
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case HANDSWITCH__STATIC:
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case SLOTDOOR__STATIC:
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case LIGHTSWITCH__STATIC:
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case SPACELIGHTSWITCH__STATIC:
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case SPACEDOORSWITCH__STATIC:
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case FRANKENSTINESWITCH__STATIC:
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case LIGHTSWITCH2__STATIC:
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case POWERSWITCH1__STATIC:
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case LOCKSWITCH1__STATIC:
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case POWERSWITCH2__STATIC:
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// the lower code only for the 'on' state (*)
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if (ii==0)
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{
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uint16_t const tag = sprite[i].lotag;
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tagbitmap[tag>>3] |= 1<<(tag&7);
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}
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case DIPSWITCH__STATIC:
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case DIPSWITCH2__STATIC:
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case PULLSWITCH__STATIC:
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case HANDSWITCH__STATIC:
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case SLOTDOOR__STATIC:
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case LIGHTSWITCH__STATIC:
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case SPACELIGHTSWITCH__STATIC:
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case SPACEDOORSWITCH__STATIC:
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case FRANKENSTINESWITCH__STATIC:
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case LIGHTSWITCH2__STATIC:
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case POWERSWITCH1__STATIC:
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case LOCKSWITCH1__STATIC:
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case POWERSWITCH2__STATIC:
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// the lower code only for the 'on' state (*)
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if (ii == 0)
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{
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uint16_t const tag = sprite[i].lotag;
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tagbitmap[tag >> 3] |= 1 << (tag & 7);
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}
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break;
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break;
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}
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}
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}
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@ -1160,18 +1014,22 @@ static void prelevel(int g)
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{
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uint16_t const tag = sprite[j].hitag;
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if (sprite[j].lotag == SE_12_LIGHT_SWITCH && tagbitmap[tag>>3]&(1<<(tag&7)))
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if (sprite[j].lotag == SE_12_LIGHT_SWITCH && tagbitmap[tag >> 3] & (1 << (tag & 7)))
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actor[j].t_data[0] = 1;
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}
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DO_FREE_AND_NULL(tagbitmap);
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}
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static void G_SetupSpecialWalls(void)
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{
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g_mirrorCount = 0;
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for (int i = 0; i < numwalls; i++)
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{
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auto &w = wall[i];
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if (w.overpicnum == MIRROR && (w.cstat&32) != 0)
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if (w.overpicnum == MIRROR && (w.cstat & 32) != 0)
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{
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int const nextSectnum = w.nextsector;
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@ -1193,7 +1051,7 @@ static void prelevel(int g)
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if (g_animWallCnt >= MAXANIMWALLS)
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{
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Bsprintf(tempbuf,"\nToo many 'anim' walls (%d max).",MAXANIMWALLS);
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Bsprintf(tempbuf, "\nToo many 'anim' walls (%d max).", MAXANIMWALLS);
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G_GameExit(tempbuf);
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}
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@ -1301,7 +1159,7 @@ static void prelevel(int g)
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}
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}
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//Invalidate textures in sector behind mirror
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// Invalidate textures in sector behind mirror
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for (int i = 0; i < g_mirrorCount; i++)
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{
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int const startWall = sector[g_mirrorSector[i]].wallptr;
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@ -1317,6 +1175,180 @@ static void prelevel(int g)
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}
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}
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static void A_MaybeProcessEffector(int spriteNum)
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{
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switch (DYNAMICTILEMAP(PN(spriteNum)))
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{
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case GPSPEED__STATIC:
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// DELETE_AFTER_LOADACTOR. Must not change statnum.
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sector[SECT(spriteNum)].extra = SLT(spriteNum);
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break;
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case CYCLER__STATIC:
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{
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// DELETE_AFTER_LOADACTOR. Must not change statnum.
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if (g_cyclerCnt >= MAXCYCLERS)
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{
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Bsprintf(tempbuf, "\nToo many cycling sectors (%d max).", MAXCYCLERS);
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G_GameExit(tempbuf);
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}
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auto &cycler = g_cyclers[g_cyclerCnt];
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cycler[0] = SECT(spriteNum);
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cycler[1] = SLT(spriteNum);
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cycler[2] = SS(spriteNum);
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cycler[3] = sector[SECT(spriteNum)].floorshade;
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cycler[4] = SHT(spriteNum);
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cycler[5] = (SA(spriteNum) == 1536);
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g_cyclerCnt++;
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break;
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}
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case SECTOREFFECTOR__STATIC:
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case ACTIVATOR__STATIC:
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case TOUCHPLATE__STATIC:
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case ACTIVATORLOCKED__STATIC:
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case MUSICANDSFX__STATIC:
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case LOCATORS__STATIC:
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case MASTERSWITCH__STATIC:
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case RESPAWN__STATIC: sprite[spriteNum].cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN | CSTAT_SPRITE_ALIGNMENT_MASK); break;
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}
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}
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static void G_SpawnAllSprites()
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{
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// I don't know why this is separated, but I have better things to do than combine them and see what happens
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for (int i = 0; i < MAXSPRITES; i++)
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{
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if (sprite[i].statnum < MAXSTATUS && (PN(i) != SECTOREFFECTOR || SLT(i) != SE_14_SUBWAY_CAR))
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A_Spawn(-1, i);
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}
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for (int i = 0; i < MAXSPRITES; i++)
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{
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if (sprite[i].statnum < MAXSTATUS && PN(i) == SECTOREFFECTOR && SLT(i) == SE_14_SUBWAY_CAR)
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A_Spawn(-1, i);
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}
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}
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static void G_DeleteTempEffectors()
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{
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for (int nextSprite, SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nextSprite))
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{
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if (!G_CheckExitSprite(i))
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{
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switch (DYNAMICTILEMAP(PN(i)))
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{
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case GPSPEED__STATIC:
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case CYCLER__STATIC: A_DeleteSprite(i); break;
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}
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}
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}
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}
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static void prelevel(int g)
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{
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Bmemset(show2dsector, 0, sizeof(show2dsector));
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#ifdef LEGACY_ROR
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Bmemset(ror_protectedsectors, 0, MAXSECTORS);
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#endif
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g_cloudCnt = 0;
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P_PrepForNewLevel(0, g);
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G_SetupGlobalPsky();
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VM_OnEvent(EVENT_PRELEVEL, -1, -1);
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int missedCloudSectors = 0;
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auto &p0 = *g_player[0].ps;
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for (int i = 0; i < numsectors; i++)
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{
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auto &s = sector[i];
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s.extra = 256;
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switch (s.lotag)
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{
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case ST_20_CEILING_DOOR:
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case ST_22_SPLITTING_DOOR:
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if (s.floorz > s.ceilingz)
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s.lotag |= 32768u;
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continue;
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}
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if (s.ceilingstat&1)
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{
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if (waloff[s.ceilingpicnum] == 0)
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{
|
||||
if (s.ceilingpicnum == LA)
|
||||
{
|
||||
for (int j = 0; j < 5; j++)
|
||||
tloadtile(s.ceilingpicnum + j, 0);
|
||||
}
|
||||
}
|
||||
|
||||
if (s.ceilingpicnum == CLOUDYSKIES)
|
||||
{
|
||||
if (g_cloudCnt < ARRAY_SSIZE(g_cloudSect))
|
||||
g_cloudSect[g_cloudCnt++] = i;
|
||||
else
|
||||
missedCloudSectors++;
|
||||
}
|
||||
|
||||
if (p0.parallax_sectnum == -1)
|
||||
p0.parallax_sectnum = i;
|
||||
}
|
||||
|
||||
if (s.lotag == 32767) //Found a secret room
|
||||
{
|
||||
p0.max_secret_rooms++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((uint16_t)s.lotag == UINT16_MAX)
|
||||
{
|
||||
p0.exitx = wall[s.wallptr].x;
|
||||
p0.exity = wall[s.wallptr].y;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (missedCloudSectors > 0)
|
||||
OSD_Printf(OSDTEXT_RED "Map warning: have %d unhandled CLOUDYSKIES ceilings.\n", missedCloudSectors);
|
||||
|
||||
// NOTE: must be safe loop because callbacks could delete sprites.
|
||||
for (int nextSprite, SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nextSprite))
|
||||
{
|
||||
A_ResetVars(i);
|
||||
#if !defined LUNATIC
|
||||
A_LoadActor(i);
|
||||
#endif
|
||||
VM_OnEvent(EVENT_LOADACTOR, i, -1);
|
||||
|
||||
if (G_CheckExitSprite(i))
|
||||
{
|
||||
p0.exitx = SX(i);
|
||||
p0.exity = SY(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
A_MaybeProcessEffector(i);
|
||||
}
|
||||
|
||||
// Delete some effector / effector modifier sprites AFTER the loop running
|
||||
// the LOADACTOR events. DELETE_AFTER_LOADACTOR.
|
||||
G_DeleteTempEffectors();
|
||||
|
||||
G_SpawnAllSprites();
|
||||
G_SetupRotfixedSprites();
|
||||
G_SetupLightSwitches();
|
||||
G_SetupSpecialWalls();
|
||||
}
|
||||
|
||||
|
||||
void G_NewGame(int volumeNum, int levelNum, int skillNum)
|
||||
{
|
||||
|
@ -1432,7 +1464,108 @@ end_vol4a:
|
|||
VM_OnEvent(EVENT_NEWGAME, g_player[screenpeek].ps->i, screenpeek);
|
||||
}
|
||||
|
||||
static void resetpspritevars(int gameMode)
|
||||
static void G_CollectSpawnPoints(int gameMode)
|
||||
{
|
||||
g_playerSpawnCnt = 0;
|
||||
// circ = 2048/ud.multimode;
|
||||
|
||||
for (int pindex = 0, pal = 9, nexti, SPRITES_OF_STAT_SAFE(STAT_PLAYER, i, nexti))
|
||||
{
|
||||
if (g_playerSpawnCnt == MAXPLAYERS)
|
||||
G_GameExit("\nToo many player sprites (max 16.)");
|
||||
|
||||
auto &s = sprite[i];
|
||||
auto &spawn = g_playerSpawnPoints[g_playerSpawnCnt];
|
||||
|
||||
spawn.pos = *(vec3_t *)&s.x;
|
||||
spawn.ang = s.ang;
|
||||
spawn.sect = s.sectnum;
|
||||
|
||||
g_playerSpawnCnt++;
|
||||
|
||||
if (pindex >= MAXPLAYERS)
|
||||
{
|
||||
A_DeleteSprite(i);
|
||||
i = nexti;
|
||||
continue;
|
||||
}
|
||||
|
||||
s.clipdist = 64;
|
||||
s.owner = i;
|
||||
s.shade = 0;
|
||||
s.xoffset = 0;
|
||||
s.xrepeat = 42;
|
||||
s.yrepeat = 36;
|
||||
|
||||
s.cstat
|
||||
= (pindex < (!g_fakeMultiMode ? numplayers : ud.multimode)) ? CSTAT_SPRITE_BLOCK + CSTAT_SPRITE_BLOCK_HITSCAN : CSTAT_SPRITE_INVISIBLE;
|
||||
|
||||
auto &plr = g_player[pindex];
|
||||
auto &p = *plr.ps;
|
||||
|
||||
if ((gameMode & MODE_EOL) != MODE_EOL || p.last_extra == 0)
|
||||
{
|
||||
p.runspeed = g_playerFriction;
|
||||
p.last_extra = p.max_player_health;
|
||||
s.extra = p.max_player_health;
|
||||
}
|
||||
else
|
||||
s.extra = p.last_extra;
|
||||
|
||||
s.yvel = pindex;
|
||||
|
||||
if (!plr.pcolor && (g_netServer || ud.multimode > 1) && !(g_gametypeFlags[ud.coop] & GAMETYPE_TDM))
|
||||
{
|
||||
if (s.pal == 0)
|
||||
{
|
||||
for (int TRAVERSE_CONNECT(k))
|
||||
{
|
||||
if (pal == g_player[k].ps->palookup)
|
||||
{
|
||||
if (++pal > 16)
|
||||
pal = 9;
|
||||
k = 0;
|
||||
}
|
||||
}
|
||||
|
||||
plr.pcolor = s.pal = p.palookup = pal++;
|
||||
|
||||
if (pal > 16)
|
||||
pal = 9;
|
||||
}
|
||||
else
|
||||
plr.pcolor = p.palookup = s.pal;
|
||||
}
|
||||
else
|
||||
{
|
||||
int k = plr.pcolor;
|
||||
|
||||
if (g_gametypeFlags[ud.coop] & GAMETYPE_TDM)
|
||||
{
|
||||
k = G_GetTeamPalette(plr.pteam);
|
||||
p.team = plr.pteam;
|
||||
}
|
||||
|
||||
s.pal = p.palookup = k;
|
||||
}
|
||||
|
||||
p.frag_ps = pindex;
|
||||
|
||||
actor[i].owner = p.i = i;
|
||||
actor[i].bpos = p.opos = p.pos = *(vec3_t *)&s.x;
|
||||
p.bobpos = *(vec2_t *)&s.x;
|
||||
|
||||
p.oq16ang = p.q16ang = fix16_from_int(s.ang);
|
||||
|
||||
updatesector(s.x, s.y, &p.cursectnum);
|
||||
|
||||
pindex++;
|
||||
|
||||
i = nexti;
|
||||
}
|
||||
}
|
||||
|
||||
static void G_ResetAllPlayers(void)
|
||||
{
|
||||
uint8_t aimmode[MAXPLAYERS], autoaim[MAXPLAYERS], wswitch[MAXPLAYERS];
|
||||
DukeStatus_t tsbar[MAXPLAYERS];
|
||||
|
@ -1466,12 +1599,16 @@ static void resetpspritevars(int gameMode)
|
|||
}
|
||||
}
|
||||
|
||||
P_ResetStatus(0);
|
||||
P_ResetPlayer(0);
|
||||
|
||||
for (int TRAVERSE_CONNECT(i))
|
||||
{
|
||||
if (i)
|
||||
Bmemcpy(g_player[i].ps, g_player[0].ps, sizeof(DukePlayer_t));
|
||||
auto &plr = g_player[i];
|
||||
|
||||
Bmemset(plr.frags, 0, sizeof(plr.frags));
|
||||
|
||||
if (i != 0)
|
||||
Bmemcpy(plr.ps, g_player[0].ps, sizeof(DukePlayer_t));
|
||||
}
|
||||
|
||||
if (ud.recstat != 2)
|
||||
|
@ -1497,111 +1634,25 @@ static void resetpspritevars(int gameMode)
|
|||
}
|
||||
}
|
||||
|
||||
g_playerSpawnCnt = 0;
|
||||
// circ = 2048/ud.multimode;
|
||||
|
||||
for (int pindex = 0, pal = 9, nexti, SPRITES_OF_STAT_SAFE(STAT_PLAYER, i, nexti))
|
||||
{
|
||||
if (g_playerSpawnCnt == MAXPLAYERS)
|
||||
G_GameExit("\nToo many player sprites (max 16.)");
|
||||
|
||||
auto &s = sprite[i];
|
||||
auto &spawn = g_playerSpawnPoints[g_playerSpawnCnt];
|
||||
|
||||
spawn.pos = *(vec3_t *)&s.x;
|
||||
spawn.ang = s.ang;
|
||||
spawn.sect = s.sectnum;
|
||||
|
||||
g_playerSpawnCnt++;
|
||||
|
||||
if (pindex >= MAXPLAYERS)
|
||||
{
|
||||
A_DeleteSprite(i);
|
||||
i = nexti;
|
||||
continue;
|
||||
}
|
||||
|
||||
s.clipdist = 64;
|
||||
s.owner = i;
|
||||
s.shade = 0;
|
||||
s.xoffset = 0;
|
||||
s.xrepeat = 42;
|
||||
s.yrepeat = 36;
|
||||
|
||||
s.cstat = (pindex < (!g_fakeMultiMode ? numplayers : ud.multimode)) ?
|
||||
CSTAT_SPRITE_BLOCK+CSTAT_SPRITE_BLOCK_HITSCAN :
|
||||
CSTAT_SPRITE_INVISIBLE;
|
||||
|
||||
auto &plr = g_player[pindex];
|
||||
auto &p = *plr.ps;
|
||||
|
||||
if ((gameMode&MODE_EOL) != MODE_EOL || p.last_extra == 0)
|
||||
{
|
||||
p.runspeed = g_playerFriction;
|
||||
p.last_extra = p.max_player_health;
|
||||
s.extra = p.max_player_health;
|
||||
}
|
||||
else s.extra = p.last_extra;
|
||||
|
||||
s.yvel = pindex;
|
||||
|
||||
if (!plr.pcolor && (g_netServer || ud.multimode > 1) && !(g_gametypeFlags[ud.coop] & GAMETYPE_TDM))
|
||||
{
|
||||
if (s.pal == 0)
|
||||
{
|
||||
for (int TRAVERSE_CONNECT(k))
|
||||
{
|
||||
if (pal == g_player[k].ps->palookup)
|
||||
{
|
||||
if (++pal > 16)
|
||||
pal = 9;
|
||||
k = 0;
|
||||
}
|
||||
}
|
||||
|
||||
plr.pcolor = s.pal = p.palookup = pal++;
|
||||
|
||||
if (pal > 16)
|
||||
pal = 9;
|
||||
}
|
||||
else plr.pcolor = p.palookup = s.pal;
|
||||
}
|
||||
else
|
||||
{
|
||||
int k = plr.pcolor;
|
||||
|
||||
if (g_gametypeFlags[ud.coop] & GAMETYPE_TDM)
|
||||
{
|
||||
k = G_GetTeamPalette(plr.pteam);
|
||||
p.team = plr.pteam;
|
||||
}
|
||||
|
||||
s.pal = p.palookup = k;
|
||||
}
|
||||
|
||||
p.frag_ps = pindex;
|
||||
|
||||
actor[i].owner = p.i = i;
|
||||
actor[i].bpos = p.opos = p.pos = *(vec3_t *)&s.x;
|
||||
p.bobpos = *(vec2_t *)&s.x;
|
||||
|
||||
p.oq16ang = p.q16ang = fix16_from_int(s.ang);
|
||||
|
||||
updatesector(s.x, s.y, &p.cursectnum);
|
||||
|
||||
pindex++;
|
||||
|
||||
i = nexti;
|
||||
}
|
||||
}
|
||||
|
||||
static inline void clearfrags(void)
|
||||
{
|
||||
// take away the pistol if the player spawns on any of these textures
|
||||
for (int TRAVERSE_CONNECT(i))
|
||||
{
|
||||
auto &plr = g_player[i];
|
||||
plr.ps->frag = plr.ps->fraggedself = 0;
|
||||
Bmemset(plr.frags, 0, sizeof(plr.frags));
|
||||
auto &p = *g_player[i].ps;
|
||||
switch (DYNAMICTILEMAP(sector[sprite[p.i].sectnum].floorpicnum))
|
||||
{
|
||||
case HURTRAIL__STATIC:
|
||||
case FLOORSLIME__STATIC:
|
||||
case FLOORPLASMA__STATIC:
|
||||
P_ResetWeapons(i);
|
||||
P_ResetInventory(i);
|
||||
|
||||
p.ammo_amount[PISTOL_WEAPON] = 0;
|
||||
p.gotweapon &= ~(1 << PISTOL_WEAPON);
|
||||
p.curr_weapon = KNEE_WEAPON;
|
||||
p.kickback_pic = 0;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1771,7 +1822,7 @@ int G_EnterLevel(int gameMode)
|
|||
|
||||
if (Menu_HaveUserMap())
|
||||
{
|
||||
Bcorrectfilename(boardfilename,0);
|
||||
Bcorrectfilename(boardfilename, 0);
|
||||
|
||||
int levelNum = G_FindLevelByFile(boardfilename);
|
||||
|
||||
|
@ -1846,14 +1897,14 @@ int G_EnterLevel(int gameMode)
|
|||
Bstrcpy(tempbuf,apptitle);
|
||||
wm_setapptitle(tempbuf);
|
||||
|
||||
auto &p = *g_player[0].ps;
|
||||
auto &p0 = *g_player[0].ps;
|
||||
int16_t playerAngle;
|
||||
|
||||
char levelName[BMAX_PATH];
|
||||
|
||||
if (!VOLUMEONE && Menu_HaveUserMap())
|
||||
{
|
||||
if (engineLoadBoard(boardfilename, 0, &p.pos, &playerAngle, &p.cursectnum) < 0)
|
||||
if (engineLoadBoard(boardfilename, 0, &p0.pos, &playerAngle, &p0.cursectnum) < 0)
|
||||
{
|
||||
OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n", boardfilename);
|
||||
return 1;
|
||||
|
@ -1862,7 +1913,7 @@ int G_EnterLevel(int gameMode)
|
|||
G_LoadMapHack(levelName, boardfilename);
|
||||
G_SetupFilenameBasedMusic(levelName, boardfilename, ud.m_level_number);
|
||||
}
|
||||
else if (engineLoadBoard(m.filename, VOLUMEONE, &p.pos, &playerAngle, &p.cursectnum) < 0)
|
||||
else if (engineLoadBoard(m.filename, VOLUMEONE, &p0.pos, &playerAngle, &p0.cursectnum) < 0)
|
||||
{
|
||||
OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n", m.filename);
|
||||
return 1;
|
||||
|
@ -1872,18 +1923,17 @@ int G_EnterLevel(int gameMode)
|
|||
G_LoadMapHack(levelName, m.filename);
|
||||
}
|
||||
|
||||
p.q16ang = fix16_from_int(playerAngle);
|
||||
p0.q16ang = fix16_from_int(playerAngle);
|
||||
|
||||
g_precacheCount = 0;
|
||||
Bmemset(gotpic, 0, sizeof(gotpic));
|
||||
Bmemset(precachehightile, 0, sizeof(precachehightile));
|
||||
|
||||
//clearbufbyte(Actor,sizeof(Actor),0l); // JBF 20040531: yes? no?
|
||||
|
||||
prelevel(gameMode);
|
||||
|
||||
G_AlignWarpElevators();
|
||||
resetpspritevars(gameMode);
|
||||
G_ResetAllPlayers();
|
||||
G_CollectSpawnPoints(gameMode);
|
||||
|
||||
ud.playerbest = CONFIG_GetMapBestTime(Menu_HaveUserMap() ? boardfilename : m.filename, g_loadedMapHack.md4);
|
||||
|
||||
|
@ -1923,29 +1973,6 @@ int G_EnterLevel(int gameMode)
|
|||
P_DoQuote(QUOTE_F1HELP,g_player[myconnectindex].ps);
|
||||
#endif
|
||||
|
||||
// take away the pistol if the player spawns on any of these textures
|
||||
for (int TRAVERSE_CONNECT(i))
|
||||
{
|
||||
auto &p = *g_player[i].ps;
|
||||
switch (DYNAMICTILEMAP(sector[sprite[p.i].sectnum].floorpicnum))
|
||||
{
|
||||
case HURTRAIL__STATIC:
|
||||
case FLOORSLIME__STATIC:
|
||||
case FLOORPLASMA__STATIC:
|
||||
P_ResetWeapons(i);
|
||||
P_ResetInventory(i);
|
||||
|
||||
p.ammo_amount[PISTOL_WEAPON] = 0;
|
||||
p.gotweapon &= ~(1 << PISTOL_WEAPON);
|
||||
p.curr_weapon = KNEE_WEAPON;
|
||||
p.kickback_pic = 0;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//PREMAP.C - replace near the my's at the end of the file
|
||||
|
||||
Net_NotifyNewGame();
|
||||
Net_ResetPrediction();
|
||||
|
||||
|
@ -1964,16 +1991,8 @@ int G_EnterLevel(int gameMode)
|
|||
|
||||
for (int i=g_interpolationCnt-1; i>=0; i--) bakipos[i] = *curipos[i];
|
||||
|
||||
g_player[myconnectindex].ps->over_shoulder_on = 0;
|
||||
|
||||
clearfrags();
|
||||
|
||||
G_ResetTimers(0); // Here we go
|
||||
|
||||
//Bsprintf(g_szBuf,"G_EnterLevel L=%d V=%d",ud.level_number, ud.volume_number);
|
||||
//AddLog(g_szBuf);
|
||||
// variables are set by pointer...
|
||||
|
||||
Bmemcpy(currentboardfilename, boardfilename, BMAX_PATH);
|
||||
|
||||
for (int TRAVERSE_CONNECT(i))
|
||||
|
@ -1983,14 +2002,9 @@ int G_EnterLevel(int gameMode)
|
|||
}
|
||||
|
||||
if (G_HaveUserMap())
|
||||
{
|
||||
OSD_Printf(OSDTEXT_YELLOW "User Map: %s\n", boardfilename);
|
||||
}
|
||||
else
|
||||
{
|
||||
OSD_Printf(OSDTEXT_YELLOW "E%dL%d: %s\n", ud.volume_number+1, ud.level_number+1,
|
||||
m.name);
|
||||
}
|
||||
OSD_Printf(OSDTEXT_YELLOW "E%dL%d: %s\n", ud.volume_number + 1, ud.level_number + 1, m.name);
|
||||
|
||||
g_restorePalette = -1;
|
||||
|
||||
|
|
|
@ -42,8 +42,8 @@ void G_UpdateScreenArea(void);
|
|||
void G_SetViewportShrink(int32_t dir);
|
||||
void P_RandomSpawnPoint(int playerNum);
|
||||
void P_ResetInventory(int playerNum);
|
||||
void P_ResetMultiPlayer(int playerNum);
|
||||
void P_ResetPlayer(int playerNum);
|
||||
void P_ResetStatus(int playerNum);
|
||||
void P_ResetWeapons(int playerNum);
|
||||
void G_ClearFIFO(void);
|
||||
void G_ResetInterpolations(void);
|
||||
|
|
Loading…
Reference in a new issue