//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2004, 2007 - EDuke32 developers This file is part of EDuke32 EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ //------------------------------------------------------------------------- #include "duke3d.h" #include "osd.h" extern char pow2char[]; extern char everyothertime; static short which_palookup = 9; char numl, useprecache = 1; short spritecache[MAXTILES][3]; static char precachehightile[2][MAXTILES>>3]; static int precachecount; static void tloadtile(short tilenume, char type) { if ((picanm[tilenume]&63) < 1) { if (!(gotpic[tilenume>>3] & pow2char[tilenume&7])) precachecount++; gotpic[tilenume>>3] |= pow2char[tilenume&7]; precachehightile[(unsigned char)type][tilenume>>3] |= pow2char[tilenume&7]; return; } { int i,j; if ((picanm[tilenume]&192)==192) { i = tilenume - (picanm[tilenume]&63); j = tilenume; } else { i = tilenume; j = tilenume + (picanm[tilenume]&63); } for (;i<=j;i++) { if (!(gotpic[i>>3] & pow2char[i&7])) precachecount++; gotpic[i>>3] |= pow2char[i&7]; precachehightile[(unsigned char)type][i>>3] |= pow2char[i&7]; } } } static void cachespritenum(short i) { char maxc; short j; if (ud.monsters_off && badguy(&sprite[i])) return; maxc = 1; if (spritecache[PN][0] == PN) for (j = PN; j <= spritecache[PN][1]; j++) tloadtile(j,1); switch (dynamictostatic[PN]) { case HYDRENT__STATIC: tloadtile(BROKEFIREHYDRENT,1); for (j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j,1); break; case TOILET__STATIC: tloadtile(TOILETBROKE,1); for (j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j,1); break; case STALL__STATIC: tloadtile(STALLBROKE,1); for (j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j,1); break; case RUBBERCAN__STATIC: maxc = 2; break; case TOILETWATER__STATIC: maxc = 4; break; case FEMPIC1__STATIC: maxc = 44; break; case LIZTROOP__STATIC: case LIZTROOPRUNNING__STATIC: case LIZTROOPSHOOT__STATIC: case LIZTROOPJETPACK__STATIC: case LIZTROOPONTOILET__STATIC: case LIZTROOPDUCKING__STATIC: for (j = LIZTROOP; j < (LIZTROOP+72); j++) tloadtile(j,1); for (j=HEADJIB1;j 1) { maxc = 5; for (j = 1420;j < 1420+106; j++) tloadtile(j,1); } break; case ATOMICHEALTH__STATIC: maxc = 14; break; case DRONE__STATIC: maxc = 10; break; case EXPLODINGBARREL__STATIC: case SEENINE__STATIC: case OOZFILTER__STATIC: maxc = 3; break; case NUKEBARREL__STATIC: case CAMERA1__STATIC: maxc = 5; break; // caching of HUD sprites for weapons that may be in the level case CHAINGUNSPRITE__STATIC: for (j=CHAINGUN; j<=CHAINGUN+7; j++) tloadtile(j,1); break; case RPGSPRITE__STATIC: for (j=RPGGUN; j<=RPGGUN+2; j++) tloadtile(j,1); break; case FREEZESPRITE__STATIC: for (j=FREEZE; j<=FREEZE+5; j++) tloadtile(j,1); break; case GROWSPRITEICON__STATIC: case SHRINKERSPRITE__STATIC: for (j=SHRINKER-2; j<=SHRINKER+5; j++) tloadtile(j,1); break; case HBOMBAMMO__STATIC: case HEAVYHBOMB__STATIC: for (j=HANDREMOTE; j<=HANDREMOTE+5; j++) tloadtile(j,1); break; case TRIPBOMBSPRITE__STATIC: for (j=HANDHOLDINGLASER; j<=HANDHOLDINGLASER+4; j++) tloadtile(j,1); break; case SHOTGUNSPRITE__STATIC: tloadtile(SHOTGUNSHELL,1); for (j=SHOTGUN; j<=SHOTGUN+6; j++) tloadtile(j,1); break; case DEVISTATORSPRITE__STATIC: for (j=DEVISTATOR; j<=DEVISTATOR+1; j++) tloadtile(j,1); break; } for (j = PN; j < (PN+maxc); j++) tloadtile(j,1); } static void cachegoodsprites(void) { short i,j; for (i=0;i 1) tloadtile(FRAGBAR,1); tloadtile(VIEWSCREEN,1); for (i=STARTALPHANUM;i= NUM_SOUNDS || SoundToggle == 0) return 0; if (FXDevice < 0) return 0; if (!sounds[num][0]) return 0; fp = kopen4load(sounds[num],loadfromgrouponly); if (fp == -1) return 0; l = kfilelength(fp); soundsiz[num] = l; if ((ud.level_number == 0 && ud.volume_number == 0 && (num == 189 || num == 232 || num == 99 || num == 233 || num == 17)) || (l < 12288)) { Sound[num].lock = 199; allocache((long *)&Sound[num].ptr,l,(char *)&Sound[num].lock); if (Sound[num].ptr != NULL) kread(fp, Sound[num].ptr , l); } kclose(fp); return 1; } static void precachenecessarysounds(void) { short i, j; if (FXDevice < 0) return; j = 0; for (i=0;i MAXTILES-1?j-MAXTILES:j,0,0,2+8+64,0,0,xdim-1,ydim-1); if (j > MAXTILES-1) { nextpage(); return; } if (boardfilename[0] != 0 && ud.level_number == 7 && ud.volume_number == 0) { menutext(160,90,0,0,"ENTERING USER MAP"); gametextpal(160,90+10,boardfilename,14,2); } else { menutext(160,90,0,0,"ENTERING"); if (level_names[(ud.volume_number*MAXLEVELS) + ud.level_number] != NULL) menutext(160,90+16+8,0,0,level_names[(ud.volume_number*MAXLEVELS) + ud.level_number]); } if (statustext) gametext(160,180,statustext,0,2+8+16); nextpage(); if (!statustext) { fadepal(0,0,0, 63,0,-7); KB_FlushKeyboardQueue(); ud.screen_size = i; } } else { if (!statustext) { clearview(0L); //ps[myconnectindex].palette = palette; //palto(0,0,0,0); setgamepalette(&ps[myconnectindex], palette, 0); // JBF 20040308 } SetGameVarID(g_iReturnVarID,LOADSCREEN, -1, -1); OnEvent(EVENT_GETLOADTILE, -1, myconnectindex, -1); j = GetGameVarID(g_iReturnVarID, -1, -1); rotatesprite(320<<15,200<<15,65536L,0,j > MAXTILES-1?j-MAXTILES:j,0,0,2+8+64,0,0,xdim-1,ydim-1); if (j > MAXTILES-1) { nextpage(); return; } menutext(160,105,0,0,"LOADING..."); if (statustext) gametext(160,180,statustext,0,2+8+16); nextpage(); } } void cacheit(void) { long i,j,k, pc=0; long tc; unsigned long starttime, endtime; if (ud.recstat == 2) return; starttime = getticks(); precachenecessarysounds(); cachegoodsprites(); for (i=0;i= 0) { tloadtile(wall[i].overpicnum, 0); } } for (i=0;i= 0) { if (sprite[j].xrepeat != 0 && sprite[j].yrepeat != 0 && (sprite[j].cstat&32768) == 0) cachespritenum(j); j = nextspritesect[j]; } } tc = totalclock; j = 0; for (i=0;i>3]) { i+=7; continue; } if (gotpic[i>>3] & pow2char[i&7]) { if (waloff[i] == 0) loadtile((short)i); #if defined(POLYMOST) && defined(USE_OPENGL) if (useprecache && !KB_KeyPressed(sc_Space)) { if (precachehightile[0][i>>3] & pow2char[i&7]) for (k=0; k>3] & pow2char[i&7]) for (k=0; k TICRATE/4) { sprintf(tempbuf,"Loading textures ... %ld%%\n",min(100,100*pc/precachecount)); dofrontscreens(tempbuf); tc = totalclock; } } clearbufbyte(gotpic,sizeof(gotpic),0L); endtime = getticks(); OSD_Printf("Cache time: %dms\n", endtime-starttime); } void xyzmirror(short i,short wn) { //if (waloff[wn] == 0) loadtile(wn); setviewtotile(wn,tilesizy[wn],tilesizx[wn]); drawrooms(SX,SY,SZ,SA,100+sprite[i].shade,SECT); display_mirror = 1; animatesprites(SX,SY,SA,65536L); display_mirror = 0; drawmasks(); setviewback(); squarerotatetile(wn); invalidatetile(wn,-1,255); } void vscrn(void) { long i, j, ss, x1, x2, y1, y2; if (ud.screen_size < 0) ud.screen_size = 0; if (ud.screen_size > 64) ud.screen_size = 64; if (ud.screen_size == 0) flushperms(); ss = max(ud.screen_size-8,0); x1 = scale(ss,xdim,160); x2 = xdim-x1; y1 = ss; y2 = 200; if (ud.screen_size > 0 && (gametype_flags[ud.coop]&GAMETYPE_FLAG_FRAGBAR) && ud.multimode > 1) { j = 0; for (i=connecthead;i>=0;i=connectpoint2[i]) if (i > j) j = i; if (j >= 1) y1 += 8; if (j >= 4) y1 += 8; if (j >= 8) y1 += 8; if (j >= 12) y1 += 8; } if (ud.screen_size >= 8 && !(ud.screen_size == 8 && ud.statusbarmode && bpp > 8)) y2 -= (ss+scale(tilesizy[BOTTOMSTATUSBAR],ud.statusbarscale,100)); y1 = scale(y1,ydim,200); y2 = scale(y2,ydim,200); setview(x1,y1,x2-1,y2-1); pub = NUMPAGES; pus = NUMPAGES; } void pickrandomspot(int snum) { struct player_struct *p = &ps[snum]; int i=snum,j,k; unsigned long dist,pdist = -1; if (ud.multimode > 1 && !(gametype_flags[ud.coop] & GAMETYPE_FLAG_FIXEDRESPAWN)) { i = TRAND%numplayersprites; if (gametype_flags[ud.coop] & GAMETYPE_FLAG_TDMSPAWN) { for (j=0;j 0) { for (k=0;kbobposx = p->oposx = p->posx = po[i].ox; p->bobposy = p->oposy = p->posy = po[i].oy; p->oposz = p->posz = po[i].oz; p->ang = po[i].oa; p->cursectnum = po[i].os; } static void resetplayerstats(int snum) { struct player_struct *p = &ps[snum]; ud.show_help = 0; ud.showallmap = 0; p->dead_flag = 0; p->wackedbyactor = -1; p->falling_counter = 0; p->quick_kick = 0; p->subweapon = 0; p->last_full_weapon = 0; p->ftq = 0; p->fta = 0; p->tipincs = 0; p->buttonpalette = 0; p->actorsqu =-1; p->invdisptime = 0; p->refresh_inventory= 0; p->last_pissed_time = 0; p->holster_weapon = 0; p->pycount = 0; p->pyoff = 0; p->opyoff = 0; p->loogcnt = 0; p->angvel = 0; p->weapon_sway = 0; // p->select_dir = 0; p->extra_extra8 = 0; p->show_empty_weapon= 0; p->dummyplayersprite=-1; p->crack_time = 0; p->hbomb_hold_delay = 0; p->transporter_hold = 0; p->wantweaponfire = -1; p->hurt_delay = 0; p->footprintcount = 0; p->footprintpal = 0; p->footprintshade = 0; p->jumping_toggle = 0; p->ohoriz = p->horiz= 140; p->horizoff = 0; p->bobcounter = 0; p->on_ground = 0; p->player_par = 0; p->return_to_center = 9; p->airleft = 15*26; p->rapid_fire_hold = 0; p->toggle_key_flag = 0; p->access_spritenum = -1; if (ud.multimode > 1 && (gametype_flags[ud.coop] & GAMETYPE_FLAG_ACCESSATSTART)) p->got_access = 7; else p->got_access = 0; p->random_club_frame= 0; pus = 1; p->on_warping_sector = 0; p->spritebridge = 0; p->sbs = 0; p->palette = (char *) &palette[0]; if (p->steroids_amount < 400) { p->steroids_amount = 0; p->inven_icon = 0; } p->heat_on = 0; p->jetpack_on = 0; p->holoduke_on = -1; p->look_ang = 512 - ((ud.level_number&1)<<10); p->rotscrnang = 0; p->orotscrnang = 1; // JBF 20031220 p->newowner =-1; p->jumping_counter = 0; p->hard_landing = 0; p->posxv = 0; p->posyv = 0; p->poszv = 0; fricxv = 0; fricyv = 0; p->somethingonplayer =-1; p->one_eighty_count = 0; p->cheat_phase = 0; p->on_crane = -1; if ((aplWeaponWorksLike[p->curr_weapon][snum] == PISTOL_WEAPON) && (aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum])) p->kickback_pic = aplWeaponTotalTime[p->curr_weapon][snum]+1; else p->kickback_pic = 0; p->weapon_pos = 6; p->walking_snd_toggle= 0; p->weapon_ang = 0; p->knuckle_incs = 1; p->fist_incs = 0; p->knee_incs = 0; p->jetpack_on = 0; p->reloading = 0; p->movement_lock = 0; setpal(p); OnEvent(EVENT_RESETPLAYER, p->i, snum, -1); } void resetweapons(int snum) { int weapon; struct player_struct *p = &ps[snum]; for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++) p->gotweapon[weapon] = 0; for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++) p->ammo_amount[weapon] = 0; p->weapon_pos = 6; p->kickback_pic = 5; p->curr_weapon = PISTOL_WEAPON; p->gotweapon[PISTOL_WEAPON] = 1; p->gotweapon[KNEE_WEAPON] = 1; p->ammo_amount[PISTOL_WEAPON] = 48; p->gotweapon[HANDREMOTE_WEAPON] = 1; p->last_weapon = -1; p->show_empty_weapon= 0; p->last_pissed_time = 0; p->holster_weapon = 0; OnEvent(EVENT_RESETWEAPONS, p->i, snum, -1); } void resetinventory(int snum) { struct player_struct *p = &ps[snum]; p->inven_icon = 0; p->boot_amount = 0; p->scuba_on = 0; p->scuba_amount = 0; p->heat_amount = 0; p->heat_on = 0; p->jetpack_on = 0; p->jetpack_amount = 0; p->shield_amount = max_armour_amount; p->holoduke_on = -1; p->holoduke_amount = 0; p->firstaid_amount = 0; p->steroids_amount = 0; p->inven_icon = 0; OnEvent(EVENT_RESETINVENTORY, p->i, snum, -1); } static void resetprestat(int snum,int g) { struct player_struct *p = &ps[snum]; int i; spriteqloc = 0; for (i=0;ihbomb_on = 0; p->cheat_phase = 0; p->pals_time = 0; p->toggle_key_flag = 0; p->secret_rooms = 0; p->max_secret_rooms = 0; p->actors_killed = 0; p->max_actors_killed = 0; p->lastrandomspot = 0; p->weapon_pos = 6; p->kickback_pic = 5; p->last_weapon = -1; p->weapreccnt = 0; p->interface_toggle_flag = 0; p->show_empty_weapon= 0; p->holster_weapon = 0; p->last_pissed_time = 0; p->one_parallax_sectnum = -1; p->visibility = ud.const_visibility; screenpeek = myconnectindex; numanimwalls = 0; numcyclers = 0; animatecnt = 0; parallaxtype = 0; randomseed = 17L; ud.pause_on = 0; ud.camerasprite =-1; ud.eog = 0; tempwallptr = 0; camsprite =-1; earthquaketime = 0; numinterpolations = 0; startofdynamicinterpolations = 0; if (((g&MODE_EOL) != MODE_EOL && numplayers < 2) || (!(gametype_flags[ud.coop]&GAMETYPE_FLAG_PRESERVEINVENTORYDEATH) && numplayers > 1)) { resetweapons(snum); resetinventory(snum); } else if (p->curr_weapon == HANDREMOTE_WEAPON) { p->ammo_amount[HANDBOMB_WEAPON]++; p->curr_weapon = HANDBOMB_WEAPON; } p->timebeforeexit = 0; p->customexitsound = 0; } static void setupbackdrop(short sky) { short i; for (i=0;i sector[i].ceilingz) sector[i].lotag |= 32768; continue; } if (sector[i].ceilingstat&1) { if (waloff[sector[i].ceilingpicnum] == 0) { if (sector[i].ceilingpicnum == LA) for (j=0;j<5;j++) tloadtile(sector[i].ceilingpicnum+j, 0); } setupbackdrop(sector[i].ceilingpicnum); if (sector[i].ceilingpicnum == CLOUDYSKIES && numclouds < 127) clouds[numclouds++] = i; if (ps[0].one_parallax_sectnum == -1) ps[0].one_parallax_sectnum = i; } if (sector[i].lotag == 32767) //Found a secret room { ps[0].max_secret_rooms++; continue; } if (sector[i].lotag == -1) { ps[0].exitx = wall[sector[i].wallptr].x; ps[0].exity = wall[sector[i].wallptr].y; continue; } } i = headspritestat[0]; while (i >= 0) { nexti = nextspritestat[i]; ResetActorGameVars(i); LoadActor(i); if (sprite[i].lotag == -1 && (sprite[i].cstat&16)) { ps[0].exitx = SX; ps[0].exity = SY; } else switch (dynamictostatic[PN]) { case GPSPEED__STATIC: sector[SECT].extra = SLT; deletesprite(i); break; case CYCLER__STATIC: if (numcyclers >= MAXCYCLERS) { Bsprintf(tempbuf,"\nToo many cycling sectors (%d max).",MAXCYCLERS); gameexit(tempbuf); } cyclers[numcyclers][0] = SECT; cyclers[numcyclers][1] = SLT; cyclers[numcyclers][2] = SS; cyclers[numcyclers][3] = sector[SECT].floorshade; cyclers[numcyclers][4] = SHT; cyclers[numcyclers][5] = (SA == 1536); numcyclers++; deletesprite(i); break; case SECTOREFFECTOR__STATIC: case ACTIVATOR__STATIC: case TOUCHPLATE__STATIC: case ACTIVATORLOCKED__STATIC: case MUSICANDSFX__STATIC: case LOCATORS__STATIC: case MASTERSWITCH__STATIC: case RESPAWN__STATIC: sprite[i].cstat = 0; break; } i = nexti; } for (i=0;i < MAXSPRITES;i++) { if (sprite[i].statnum < MAXSTATUS) { if (PN == SECTOREFFECTOR && SLT == 14) continue; spawn(-1,i); } } for (i=0;i < MAXSPRITES;i++) if (sprite[i].statnum < MAXSTATUS) { if (PN == SECTOREFFECTOR && SLT == 14) spawn(-1,i); } lotaglist = 0; i = headspritestat[0]; while (i >= 0) { switch (dynamictostatic[PN-1]) { case DIPSWITCH__STATIC: case DIPSWITCH2__STATIC: case PULLSWITCH__STATIC: case HANDSWITCH__STATIC: case SLOTDOOR__STATIC: case LIGHTSWITCH__STATIC: case SPACELIGHTSWITCH__STATIC: case SPACEDOORSWITCH__STATIC: case FRANKENSTINESWITCH__STATIC: case LIGHTSWITCH2__STATIC: case POWERSWITCH1__STATIC: case LOCKSWITCH1__STATIC: case POWERSWITCH2__STATIC: for (j=0;j 64) gameexit("\nToo many switches (64 max)."); j = headspritestat[3]; while (j >= 0) { if (sprite[j].lotag == 12 && sprite[j].hitag == SLT) hittype[j].temp_data[0] = 1; j = nextspritestat[j]; } } break; } i = nextspritestat[i]; } mirrorcnt = 0; for (i = 0; i < numwalls; i++) { walltype *wal; wal = &wall[i]; if (wal->overpicnum == MIRROR && (wal->cstat&32) != 0) { j = wal->nextsector; if (mirrorcnt > 63) gameexit("\nToo many mirrors (64 max.)"); if ((j >= 0) && sector[j].ceilingpicnum != MIRROR) { sector[j].ceilingpicnum = MIRROR; sector[j].floorpicnum = MIRROR; mirrorwall[mirrorcnt] = i; mirrorsector[mirrorcnt] = j; mirrorcnt++; continue; } } if (numanimwalls >= MAXANIMWALLS) { Bsprintf(tempbuf,"\nToo many 'anim' walls (%d max).",MAXANIMWALLS); gameexit(tempbuf); } animwall[numanimwalls].tag = 0; animwall[numanimwalls].wallnum = 0; switchpicnum = wal->overpicnum; if ((wal->overpicnum > W_FORCEFIELD)&&(wal->overpicnum <= W_FORCEFIELD+2)) { switchpicnum = W_FORCEFIELD; } switch (dynamictostatic[switchpicnum]) { case FANSHADOW__STATIC: case FANSPRITE__STATIC: wall->cstat |= 65; animwall[numanimwalls].wallnum = i; numanimwalls++; break; case W_FORCEFIELD__STATIC: if (wal->overpicnum==W_FORCEFIELD__STATIC) for (j=0;j<3;j++) tloadtile(W_FORCEFIELD+j, 0); if (wal->shade > 31) wal->cstat = 0; else wal->cstat |= 85+256; if (wal->lotag && wal->nextwall >= 0) wall[wal->nextwall].lotag = wal->lotag; case BIGFORCE__STATIC: animwall[numanimwalls].wallnum = i; numanimwalls++; continue; } wal->extra = -1; switch (dynamictostatic[wal->picnum]) { case WATERTILE2__STATIC: for (j=0;j<3;j++) tloadtile(wal->picnum+j, 0); break; case TECHLIGHT2__STATIC: case TECHLIGHT4__STATIC: tloadtile(wal->picnum, 0); break; case W_TECHWALL1__STATIC: case W_TECHWALL2__STATIC: case W_TECHWALL3__STATIC: case W_TECHWALL4__STATIC: animwall[numanimwalls].wallnum = i; // animwall[numanimwalls].tag = -1; numanimwalls++; break; case SCREENBREAK6__STATIC: case SCREENBREAK7__STATIC: case SCREENBREAK8__STATIC: for (j=SCREENBREAK6;jextra = wal->picnum; animwall[numanimwalls].tag = -1; if (ud.lockout) { if (wal->picnum == FEMPIC1) wal->picnum = BLANKSCREEN; else wal->picnum = SCREENBREAK6; } animwall[numanimwalls].wallnum = i; animwall[numanimwalls].tag = wal->picnum; numanimwalls++; break; case SCREENBREAK1__STATIC: case SCREENBREAK2__STATIC: case SCREENBREAK3__STATIC: case SCREENBREAK4__STATIC: case SCREENBREAK5__STATIC: case SCREENBREAK9__STATIC: case SCREENBREAK10__STATIC: case SCREENBREAK11__STATIC: case SCREENBREAK12__STATIC: case SCREENBREAK13__STATIC: case SCREENBREAK14__STATIC: case SCREENBREAK15__STATIC: case SCREENBREAK16__STATIC: case SCREENBREAK17__STATIC: case SCREENBREAK18__STATIC: case SCREENBREAK19__STATIC: animwall[numanimwalls].wallnum = i; animwall[numanimwalls].tag = wal->picnum; numanimwalls++; break; } } //Invalidate textures in sector behind mirror for (i=0;i= 0 && FXDevice >= 0 && SoundToggle) { while (issoundplaying(-1,globalskillsound)) { handleevents(); getpackets(); } } globalskillsound = -1; waitforeverybody(); ready2send = 0; if (ud.m_recstat != 2 && ud.last_level >= 0 && ud.multimode > 1 && (ud.coop&GAMETYPE_FLAG_SCORESHEET)) dobonus(1); if (ln == 0 && vn == 3 && ud.multimode < 2 && ud.lockout == 0) { playmusic(&env_music_fn[1][0]); flushperms(); setview(0,0,xdim-1,ydim-1); clearview(0L); nextpage(); playanm("vol41a.anm",6); clearview(0L); nextpage(); playanm("vol42a.anm",7); playanm("vol43a.anm",9); clearview(0L); nextpage(); FX_StopAllSounds(); } show_shareware = 26*34; ud.level_number = ln; ud.volume_number = vn; ud.player_skill = sk; ud.secretlevel = 0; ud.from_bonus = 0; parallaxyscale = 0; ud.last_level = -1; lastsavedpos = -1; p->zoom = 768; p->gm = 0; //AddLog("Newgame"); ResetGameVars(); InitGameVarPointers(); ResetSystemDefaults(); if (ud.m_coop != 1) { for (i=0;icurr_weapon = i; p->gotweapon[i] = 1; p->ammo_amount[i] = 48; } else if (aplWeaponWorksLike[i][0]==KNEE_WEAPON) p->gotweapon[i] = 1; else if (aplWeaponWorksLike[i][0]==HANDREMOTE_WEAPON) p->gotweapon[i] = 1; } p->last_weapon = -1; } display_mirror = 0; if (ud.multimode > 1) { if (numplayers < 2) { connecthead = 0; for (i=0;i 1 && (gametype_flags[ud.coop]&GAMETYPE_FLAG_PRESERVEINVENTORYDEATH) && ud.last_level >= 0) { for (j=0;j 1 && (gametype_flags[ud.coop]&GAMETYPE_FLAG_PRESERVEINVENTORYDEATH) && ud.last_level >= 0) { for (j=0;j= 0) { nexti = nextspritestat[i]; s = &sprite[i]; if (numplayersprites == MAXPLAYERS) gameexit("\nToo many player sprites (max 16.)"); if (numplayersprites == 0) { firstx = ps[0].posx; firsty = ps[0].posy; } po[(unsigned char)numplayersprites].ox = s->x; po[(unsigned char)numplayersprites].oy = s->y; po[(unsigned char)numplayersprites].oz = s->z; po[(unsigned char)numplayersprites].oa = s->ang; po[(unsigned char)numplayersprites].os = s->sectnum; numplayersprites++; if (j >= 0) { s->owner = i; s->shade = 0; s->xrepeat = 42; s->yrepeat = 36; s->cstat = 1+256; s->xoffset = 0; s->clipdist = 64; if ((g&MODE_EOL) != MODE_EOL || ps[j].last_extra == 0) { ps[j].last_extra = max_player_health; s->extra = max_player_health; ps[j].runspeed = dukefriction; } else s->extra = ps[j].last_extra; s->yvel = j; if (!ud.pcolor[j] && ud.multimode > 1 && !(gametype_flags[ud.coop] & GAMETYPE_FLAG_TDM)) { if (s->pal == 0) { int k; for (k=0;k= 17) which_palookup = 9; k=0; } } ud.pcolor[j] = s->pal = ps[j].palookup = which_palookup++; if (which_palookup >= 17) which_palookup = 9; } else ud.pcolor[j] = ps[j].palookup = s->pal; } else { int k = ud.pcolor[j]; if (gametype_flags[ud.coop] & GAMETYPE_FLAG_TDM) { k = getteampal(ud.pteam[j]); ps[j].team = ud.pteam[j]; } s->pal = ps[j].palookup = k; } ps[j].i = i; ps[j].frag_ps = j; hittype[i].owner = i; hittype[i].bposx = ps[j].bobposx = ps[j].oposx = ps[j].posx = s->x; hittype[i].bposy = ps[j].bobposy = ps[j].oposy = ps[j].posy = s->y; hittype[i].bposz = ps[j].oposz = ps[j].posz = s->z; ps[j].oang = ps[j].ang = s->ang; updatesector(s->x,s->y,&ps[j].cursectnum); j = connectpoint2[j]; } else deletesprite(i); i = nexti; } } static inline void clearfrags(void) { short i = 0; while (i=0;i=connectpoint2[i]) { if (i != myconnectindex) sendpacket(i,packbuf,1); if ((!networkmode) && (myconnectindex != connecthead)) break; //slaves in M/S mode only send to master } playerreadyflag[myconnectindex]++; while (1) { #ifdef _WIN32 Sleep(10); #else usleep(10); #endif sampletimer(); handleevents(); AudioUpdate(); if (quitevent || keystatus[1]) gameexit(""); getpackets(); for (i=connecthead;i>=0;i=connectpoint2[i]) { if (playerreadyflag[i] < playerreadyflag[myconnectindex]) break; if ((!networkmode) && (myconnectindex != connecthead)) { i = -1; break; } //slaves in M/S mode only wait for master } if (i < 0) return; } } extern int jump_input; void clearfifo(void) { syncvaltail = 0L; syncvaltottail = 0L; syncstat = 0; bufferjitter = 1; mymaxlag = otherminlag = 0; jump_input = 0; movefifoplc = movefifosendplc = fakemovefifoplc = 0; avgfvel = avgsvel = avgavel = avghorz = avgbits = avgextbits = 0; otherminlag = mymaxlag = 0; clearbufbyte(myminlag,MAXPLAYERS<<2,0L); clearbufbyte(&loc,sizeof(input),0L); clearbufbyte(&sync[0],sizeof(sync),0L); clearbufbyte(inputfifo,sizeof(input)*MOVEFIFOSIZ*MAXPLAYERS,0L); clearbuf(movefifoend,MAXPLAYERS,0L); clearbuf(syncvalhead,MAXPLAYERS,0L); clearbuf(myminlag,MAXPLAYERS,0L); // clearbufbyte(playerquitflag,MAXPLAYERS,0x01); } void resetmys(void) { myx = omyx = ps[myconnectindex].posx; myy = omyy = ps[myconnectindex].posy; myz = omyz = ps[myconnectindex].posz; myxvel = myyvel = myzvel = 0; myang = omyang = ps[myconnectindex].ang; myhoriz = omyhoriz = ps[myconnectindex].horiz; myhorizoff = omyhorizoff = ps[myconnectindex].horizoff; mycursectnum = ps[myconnectindex].cursectnum; myjumpingcounter = ps[myconnectindex].jumping_counter; myjumpingtoggle = ps[myconnectindex].jumping_toggle; myonground = ps[myconnectindex].on_ground; myhardlanding = ps[myconnectindex].hard_landing; myreturntocenter = ps[myconnectindex].return_to_center; } extern int gotvote[MAXPLAYERS], votes[MAXPLAYERS], voting, vote_map, vote_episode; static void getlevelfromfilename(const char *fn, char *volume, char *level) { for (*volume=0;*volume=0;i=connectpoint2[i]) switch (dynamictostatic[sector[sprite[ps[i].i].sectnum].floorpicnum]) { case HURTRAIL__STATIC: case FLOORSLIME__STATIC: case FLOORPLASMA__STATIC: resetweapons(i); resetinventory(i); ps[i].gotweapon[PISTOL_WEAPON] = 0; ps[i].ammo_amount[PISTOL_WEAPON] = 0; ps[i].curr_weapon = KNEE_WEAPON; ps[i].kickback_pic = 0; break; } //PREMAP.C - replace near the my's at the end of the file resetmys(); //ps[myconnectindex].palette = palette; //palto(0,0,0,0); setgamepalette(&ps[myconnectindex], palette, 0); // JBF 20040308 setpal(&ps[myconnectindex]); flushperms(); everyothertime = 0; global_random = 0; ud.last_level = ud.level_number+1; clearfifo(); for (i=numinterpolations-1;i>=0;i--) bakipos[i] = *curipos[i]; restorepalette = 1; flushpackets(); waitforeverybody(); palto(0,0,0,0); vscrn(); clearview(0L); drawbackground(); displayrooms(myconnectindex,65536); clearbufbyte(playerquitflag,MAXPLAYERS,0x01010101); ps[myconnectindex].over_shoulder_on = 0; clearfrags(); resettimevars(); // Here we go //Bsprintf(g_szBuf,"ENTERLEVEL L=%d V=%d",ud.level_number, ud.volume_number); //AddLog(g_szBuf); // variables are set by pointer... OnEvent(EVENT_ENTERLEVEL, -1, -1, -1); initprintf("E%ldL%ld: %s\n",ud.volume_number+1,ud.level_number+1,level_names[(ud.volume_number*MAXLEVELS)+ud.level_number]); return 0; }