//------------------------------------------------------------------------- /* Copyright (C) 2016 EDuke32 developers and contributors 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "anim.h" #include "cmdline.h" #include "demo.h" #include "duke3d.h" #include "menus.h" #include "savegame.h" #include "statistics.h" #include "menu/menu.h" #include "mapinfo.h" #include "cmdlib.h" #include "v_2ddrawer.h" BEGIN_DUKE_NS static uint8_t precachehightile[2][(MAXTILES+7)>>3]; static int32_t g_precacheCount; static int32_t NET_75_CHECK = 0; static void flag_precache(int32_t tile, int32_t type) { if (!(gotpic[tile>>3] & pow2char[tile&7])) g_precacheCount++; gotpic[tile>>3] |= pow2char[tile&7]; precachehightile[type][tile>>3] |= pow2char[tile&7]; } static void tloadtile(int tilenume, int type) { int firstTile, lastTile; if ((picanm[tilenume].sf & PICANM_ANIMTYPE_MASK) == PICANM_ANIMTYPE_BACK) { firstTile = tilenume - picanm[tilenume].num; lastTile = tilenume; } else { firstTile = tilenume; lastTile = tilenume + picanm[tilenume].num; } for (; firstTile <= lastTile; firstTile++) flag_precache(firstTile, type); } static void cacheTilesForSprite(int spriteNum) { if (ud.monsters_off && A_CheckEnemySprite(&sprite[spriteNum])) return; int const picnum = sprite[spriteNum].picnum; int extraTiles = 1; for (int j = picnum; j <= g_tile[picnum].cacherange; j++) tloadtile(j, 1); #ifndef EDUKE32_STANDALONE switch (DYNAMICTILEMAP(picnum)) { case HYDRENT__STATIC: tloadtile(BROKEFIREHYDRENT,1); for (int j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j,1); break; case TOILET__STATIC: tloadtile(TOILETBROKE,1); for (int j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j,1); break; case STALL__STATIC: tloadtile(STALLBROKE,1); for (int j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j,1); break; case RUBBERCAN__STATIC: extraTiles = 2; break; case TOILETWATER__STATIC: extraTiles = 4; break; case FEMPIC1__STATIC: extraTiles = 44; break; case LIZTROOP__STATIC: case LIZTROOPRUNNING__STATIC: case LIZTROOPSHOOT__STATIC: case LIZTROOPJETPACK__STATIC: case LIZTROOPONTOILET__STATIC: case LIZTROOPDUCKING__STATIC: for (int j = LIZTROOP; j < (LIZTROOP+72); j++) tloadtile(j,1); for (int j=HEADJIB1; j 1)) { extraTiles = 5; for (int j = 1420; j < 1420+106; j++) tloadtile(j,1); } break; case ATOMICHEALTH__STATIC: extraTiles = 14; break; case DRONE__STATIC: extraTiles = 10; break; case EXPLODINGBARREL__STATIC: case SEENINE__STATIC: case OOZFILTER__STATIC: extraTiles = 3; break; case NUKEBARREL__STATIC: case CAMERA1__STATIC: extraTiles = 5; break; // caching of HUD sprites for weapons that may be in the level case CHAINGUNSPRITE__STATIC: for (int j=CHAINGUN; j<=CHAINGUN+7; j++) tloadtile(j,1); break; case RPGSPRITE__STATIC: for (int j=RPGGUN; j<=RPGGUN+2; j++) tloadtile(j,1); break; case FREEZESPRITE__STATIC: for (int j=FREEZE; j<=FREEZE+5; j++) tloadtile(j,1); break; case GROWSPRITEICON__STATIC: case SHRINKERSPRITE__STATIC: for (int j=SHRINKER-2; j<=SHRINKER+5; j++) tloadtile(j,1); break; case HBOMBAMMO__STATIC: case HEAVYHBOMB__STATIC: for (int j=HANDREMOTE; j<=HANDREMOTE+5; j++) tloadtile(j,1); break; case TRIPBOMBSPRITE__STATIC: for (int j=HANDHOLDINGLASER; j<=HANDHOLDINGLASER+4; j++) tloadtile(j,1); break; case SHOTGUNSPRITE__STATIC: tloadtile(SHOTGUNSHELL,1); for (int j=SHOTGUN; j<=SHOTGUN+6; j++) tloadtile(j,1); break; case DEVISTATORSPRITE__STATIC: for (int j=DEVISTATOR; j<=DEVISTATOR+1; j++) tloadtile(j,1); break; } #endif for (int j = picnum; j < (picnum + extraTiles); j++) tloadtile(j, 1); } #ifndef EDUKE32_STANDALONE static void cacheDukeTiles(void) { tloadtile(BOTTOMSTATUSBAR, 1); if ((g_netServer || ud.multimode > 1)) tloadtile(FRAGBAR, 1); tloadtile(VIEWSCREEN, 1); for (int i = STARTALPHANUM; i < ENDALPHANUM+1; i++) tloadtile(i, 1); for (int i = BIGALPHANUM-11; i < BIGALPHANUM+82; i++) tloadtile(i, 1); for (int i = MINIFONT; i < MINIFONT+93; i++) tloadtile(i, 1); for (int i = FOOTPRINTS; i < FOOTPRINTS+3; i++) tloadtile(i, 1); for (int i = BURNING; i < BURNING+14; i++) tloadtile(i, 1); for (int i = BURNING2; i < BURNING2+14; i++) tloadtile(i, 1); for (int i = CRACKKNUCKLES; i < CRACKKNUCKLES+4; i++) tloadtile(i, 1); for (int i = FIRSTGUN; i < FIRSTGUN+3; i++) tloadtile(i, 1); for (int i = FIRSTGUNRELOAD; i < FIRSTGUNRELOAD+8; i++) tloadtile(i, 1); for (int i = EXPLOSION2; i < EXPLOSION2+21; i++) tloadtile(i, 1); for (int i = COOLEXPLOSION1; i < COOLEXPLOSION1+21; i++) tloadtile(i, 1); tloadtile(BULLETHOLE, 1); tloadtile(BLOODPOOL, 1); for (int i = TRANSPORTERBEAM; i < (TRANSPORTERBEAM+6); i++) tloadtile(i, 1); for (int i = SMALLSMOKE; i < (SMALLSMOKE+4); i++) tloadtile(i, 1); for (int i = SHOTSPARK1; i < (SHOTSPARK1+4); i++) tloadtile(i, 1); for (int i = BLOOD; i < (BLOOD+4); i++) tloadtile(i, 1); for (int i = JIBS1; i < (JIBS5+5); i++) tloadtile(i, 1); for (int i = JIBS6; i < (JIBS6+8); i++) tloadtile(i, 1); for (int i = SCRAP1; i < (SCRAP1+29); i++) tloadtile(i, 1); tloadtile(FIRELASER, 1); for (int i = TRANSPORTERSTAR; i < TRANSPORTERSTAR+6; i++) tloadtile(i, 1); for (int i = FORCERIPPLE; i < (FORCERIPPLE+9); i++) tloadtile(i, 1); for (int i = MENUSCREEN; i < DUKECAR; i++) tloadtile(i, 1); for (int i = RPG; i < RPG+7; i++) tloadtile(i, 1); for (int i = FREEZEBLAST; i < FREEZEBLAST+3; i++) tloadtile(i, 1); for (int i = SHRINKSPARK; i < SHRINKSPARK+4; i++) tloadtile(i, 1); for (int i = GROWSPARK; i < GROWSPARK+4; i++) tloadtile(i, 1); for (int i = SHRINKEREXPLOSION; i < SHRINKEREXPLOSION+4; i++) tloadtile(i, 1); for (int i = MORTER; i < MORTER+4; i++) tloadtile(i, 1); for (int i = 0; i <= 60; i++) tloadtile(i, 1); } #endif static void cacheFlaggedTiles(void) { for (int i = 0; i < MAXTILES; i++) { if (g_tile[i].flags & SFLAG_PROJECTILE) tloadtile(i, 1); if (A_CheckSpriteTileFlags(i, SFLAG_CACHE)) for (int j = i; j <= g_tile[i].cacherange; j++) tloadtile(j, 1); } #ifndef EDUKE32_STANDALONE cacheDukeTiles(); #endif } static void G_DemoLoadScreen(const char *statustext, int const loadScreenTile, int percent) { if (statustext == NULL) { videoClearScreen(0L); // g_player[myconnectindex].ps->palette = palette; // G_FadePalette(0,0,0,0); P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); // JBF 20040308 } if ((unsigned)loadScreenTile < (MAXTILES<<1)) { rotatesprite_fs(320<<15, 200<<15, 65536L, 0, loadScreenTile, 0, 0, 2+8+64+BGSTRETCH); } else { videoNextPage(); return; } FStringf msg("%s...", GStrings("TXT_LOADING")); menutext_center(105, msg); if (statustext) gametext_center_number(180, statustext); VM_OnEventWithReturn(EVENT_DISPLAYLOADINGSCREEN, g_player[screenpeek].ps->i, screenpeek, percent); videoNextPage(); } static void G_DoLoadScreen(const char *statustext, int percent) { int const loadScreenTile = VM_OnEventWithReturn(EVENT_GETLOADTILE, g_player[screenpeek].ps->i, screenpeek, LOADSCREEN); if (ud.recstat == 2) { G_DemoLoadScreen(statustext, loadScreenTile, percent); return; } int const screenSize = ud.screen_size; P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); if (statustext == NULL) { ud.screen_size = 0; G_UpdateScreenArea(); videoClearScreen(0L); } if ((unsigned)loadScreenTile < (MAXTILES<<1)) { videoClearScreen(0); rotatesprite_fs(320<<15, 200<<15, 65536L, 0, loadScreenTile, 0, 0, 2+8+64+BGSTRETCH); } else { videoNextPage(); return; } if (boardfilename[0] != 0 && ud.level_number == 7 && ud.volume_number == 0) { menutext_center(90, GStrings("TXT_LOADUM")); gametext_center_shade_pal(90+10, boardfilename, 14, 2); } else { menutext_center(90, GStrings("TXT_LOADING")); menutext_center(90+16+8, mapList[(ud.volume_number*MAXLEVELS) + ud.level_number].DisplayName()); } #ifndef EDUKE32_TOUCH_DEVICES if (statustext) gametext_center_number(180, statustext); #endif if (percent != -1) { int const width = scale(scale(xdim-1, 288, 320), percent, 100); int constexpr tile = 929; int constexpr bits = 2+8+16; rotatesprite(31<<16 , 145<<16, 65536, 0, tile, 15, 0, bits, 0, 0, width, ydim-1); rotatesprite(159<<16, 145<<16, 65536, 0, tile, 15, 0, bits, 0, 0, width, ydim-1); rotatesprite(30<<16 , 144<<16, 65536, 0, tile, 0, 0, bits, 0, 0, width, ydim-1); rotatesprite(158<<16, 144<<16, 65536, 0, tile, 0, 0, bits, 0, 0, width, ydim-1); } VM_OnEventWithReturn(EVENT_DISPLAYLOADINGSCREEN, g_player[screenpeek].ps->i, screenpeek, percent); videoNextPage(); if (!statustext) { inputState.keyFlushChars(); ud.screen_size = screenSize; } } void G_CacheMapData(void) { if (ud.recstat == 2) return; //S_TryPlaySpecialMusic(MUS_LOADING); uint32_t const cacheStartTime = timerGetTicks(); cacheFlaggedTiles(); for (int i=0; i= 0) tloadtile(wall[i].overpicnum, 0); } for (int i=0; i>3]) { i+=7; continue; } else if ((gotpic[i>>3] & pow2char[i&7]) != pow2char[i&7]) continue; // For the hardware renderer precaching the raw pixel data is pointless. if (videoGetRenderMode() < REND_POLYMOST) tileLoad(i); #ifdef USE_OPENGL if (r_precache) PrecacheHardwareTextures(i); #endif if ((++cnt & 7) == 0) gameHandleEvents(); } Bmemset(gotpic, 0, sizeof(gotpic)); OSD_Printf("Cache time: %dms\n", timerGetTicks() - cacheStartTime); } int fragbarheight(void) { if (ud.screen_size > 0 && !(ud.statusbarflags & STATUSBAR_NOFRAGBAR) #ifdef SPLITSCREEN_MOD_HACKS && !g_fakeMultiMode #endif && (g_netServer || ud.multimode > 1) && GTFLAGS(GAMETYPE_FRAGBAR)) { int j = 0; for (int TRAVERSE_CONNECT(i)) if (i > j) j = i; return ((j + 3) >> 2) * tilesiz[FRAGBAR].y; } return 0; } void G_UpdateScreenArea(void) { if (!in3dmode()) return; if ((ud.screen_size = clamp(ud.screen_size, 0, 64)) == 0) renderFlushPerms(); int const screenSize = max(ud.screen_size - 8, 0); int const bottomStatusY = tilesiz[BOTTOMSTATUSBAR].y; vec2_t v1 = { scale(screenSize, xdim, 160), scale(screenSize, (200 * 100) - (bottomStatusY * ud.statusbarscale), 200 - bottomStatusY) }; vec2_t v2 = { xdim - v1.x, 200 * 100 - v1.y }; v1.y += fragbarheight() * 100; if (ud.screen_size >= 8 && ud.statusbarmode == 0) v2.y -= bottomStatusY * ud.statusbarscale; v1.y = scale(v1.y, ydim, 200 * 100); v2.y = scale(v2.y, ydim, 200 * 100); if (VM_HaveEvent(EVENT_UPDATESCREENAREA)) { ud.returnvar[0] = v1.y; ud.returnvar[1] = v2.x; ud.returnvar[2] = v2.y; v1.x = VM_OnEventWithReturn(EVENT_UPDATESCREENAREA, g_player[screenpeek].ps->i, screenpeek, v1.x); v1.y = ud.returnvar[0]; v2.x = ud.returnvar[1]; v2.y = ud.returnvar[2]; } videoSetViewableArea(v1.x, v1.y, v2.x-1, v2.y-1); pub = NUMPAGES; pus = NUMPAGES; } void P_MoveToRandomSpawnPoint(int playerNum) { auto &p = *g_player[playerNum].ps; int i = playerNum; if ((g_netServer || ud.multimode > 1) && !(g_gametypeFlags[ud.coop] & GAMETYPE_FIXEDRESPAWN)) { i = krand() % g_playerSpawnCnt; if (g_gametypeFlags[ud.coop] & GAMETYPE_TDMSPAWN) { uint32_t pdist = INT_MAX; for (int TRAVERSE_CONNECT(j)) { if (j == playerNum) continue; auto const &op = *g_player[j].ps; // pick a spawn near a living teammate if (op.team == p.team && sprite[op.i].extra > 0) { for (int k = 0; k < g_playerSpawnCnt; k++) { uint32_t const dist = FindDistance2D(op.pos.x - g_playerSpawnPoints[k].pos.x, op.pos.y - g_playerSpawnPoints[k].pos.y); if (dist < pdist) i = k, pdist = dist; } break; } } } } p.opos = p.pos = g_playerSpawnPoints[i].pos; p.bobpos = p.pos.vec2; p.cursectnum = g_playerSpawnPoints[i].sect; p.q16ang = fix16_from_int(g_playerSpawnPoints[i].ang); sprite[p.i].cstat = CSTAT_SPRITE_BLOCK + CSTAT_SPRITE_BLOCK_HITSCAN; } static inline void P_ResetTintFade(DukePlayer_t *const pPlayer) { pPlayer->pals.f = 0; #ifdef LUNATIC pPlayer->palsfadeprio = 0; #endif } void P_ResetMultiPlayer(int playerNum) { auto &p = *g_player[playerNum].ps; Bassert((unsigned)p.i < MAXSPRITES); auto &s = sprite[p.i]; auto &a = actor[p.i]; vec3_t tmpvect = p.pos; tmpvect.z += PHEIGHT; P_MoveToRandomSpawnPoint(playerNum); a.bpos = p.opos = p.pos; p.bobpos = p.pos.vec2; s.pos = p.pos; updatesector(p.pos.x, p.pos.y, &p.cursectnum); setsprite(p.i, &tmpvect); s.clipdist = 64; s.cstat = 257; s.owner = p.i; s.pal = p.palookup; s.shade = -12; // ??? s.xoffset = 0; s.xrepeat = 42; s.yrepeat = 36; p.last_extra = s.extra = p.max_player_health; p.inv_amount[GET_SHIELD] = g_startArmorAmount; p.dead_flag = 0; p.falling_counter = 0; p.footprintcount = 0; p.frag_ps = playerNum; p.fta = 0; p.ftq = 0; p.on_crane = -1; p.opyoff = 0; p.q16horiz = F16(100); p.q16horizoff = 0; p.rotscrnang = 0; p.runspeed = g_playerFriction; p.vel = { 0, 0, 0 }; p.wackedbyactor = -1; p.wantweaponfire = -1; p.weapreccnt = 0; P_ResetTintFade(&p); a.cgg = 0; a.dispicnum = 0; a.extra = -1; a.movflag = 0; a.owner = p.i; a.stayput = -1; a.t_data[4] = 0; a.tempang = 0; P_ResetInventory(playerNum); P_ResetWeapons(playerNum); p.reloading = 0; p.movement_lock = 0; VM_OnEvent(EVENT_RESETPLAYER, p.i, playerNum); } void P_ResetPlayer(int playerNum) { auto &p = *g_player[playerNum].ps; ud.showallmap = 0; p.access_spritenum = -1; p.actorsqu = -1; p.airleft = 15 * GAMETICSPERSEC; p.autostep = (20L << 8); p.autostep_sbw = (4L << 8); p.bobcounter = 0; p.buttonpalette = 0; p.cheat_phase = 0; p.clipdist = 164; p.crack_time = 0; p.dead_flag = 0; p.dummyplayersprite = -1; p.extra_extra8 = 0; p.falling_counter = 0; p.fist_incs = 0; p.footprintcount = 0; p.footprintpal = 0; p.footprintshade = 0; p.frag = 0; p.frag_ps = playerNum; p.fraggedself = 0; p.fric = { 0, 0 }; p.fta = 0; p.ftq = 0; p.got_access = ((g_netServer || ud.multimode > 1) && (g_gametypeFlags[ud.coop] & GAMETYPE_ACCESSATSTART)) ? 7 : 0; p.hard_landing = 0; p.hbomb_hold_delay = 0; p.heat_on = 0; p.holoduke_on = -1; p.holster_weapon = 0; p.hurt_delay = 0; p.invdisptime = 0; p.jetpack_on = 0; p.jumping_counter = 0; p.jumping_toggle = 0; p.knee_incs = 0; p.knuckle_incs = 1; p.last_full_weapon = 0; p.last_pissed_time = 0; p.loogcnt = 0; p.look_ang = 512 - ((ud.level_number&1)<<10); p.movement_lock = 0; p.newowner = -1; p.on_crane = -1; p.on_ground = 0; p.on_warping_sector = 0; p.one_eighty_count = 0; p.opyoff = 0; p.oq16horiz = F16(140); p.orotscrnang = 1; // JBF 20031220 p.over_shoulder_on = 0; p.palette = BASEPAL; p.player_par = 0; p.pycount = 0; p.pyoff = 0; p.q16angvel = 0; p.q16horiz = F16(140); p.q16horizoff = 0; p.quick_kick = 0; p.random_club_frame = 0; p.rapid_fire_hold = 0; p.reloading = 0; p.return_to_center = 9; p.rotscrnang = 0; p.sbs = 0; p.show_empty_weapon = 0; p.somethingonplayer = -1; p.spritebridge = 0; p.subweapon = 0; p.tipincs = 0; p.toggle_key_flag = 0; p.transporter_hold = 0; p.vel.x = 0; p.vel.y = 0; p.vel.z = 0; p.wackedbyactor = -1; p.walking_snd_toggle = 0; p.wantweaponfire = -1; p.weapon_ang = 0; p.weapon_pos = WEAPON_POS_START; p.weapon_sway = 0; pus = 1; if (p.inv_amount[GET_STEROIDS] < 400) { p.inv_amount[GET_STEROIDS] = 0; p.inven_icon = ICON_NONE; } p.kickback_pic = ((PWEAPON(playerNum, p.curr_weapon, WorksLike) == PISTOL_WEAPON) && (PWEAPON(playerNum, p.curr_weapon, Reload) > PWEAPON(playerNum, p.curr_weapon, TotalTime))) ? PWEAPON(playerNum, p.curr_weapon, TotalTime) : 0; P_UpdateScreenPal(&p); VM_OnEvent(EVENT_RESETPLAYER, p.i, playerNum); } void P_ResetWeapons(int playerNum) { auto &p = *g_player[playerNum].ps; for (short & ammo : p.ammo_amount) ammo = 0; p.curr_weapon = PISTOL_WEAPON; p.gotweapon = ((1 << PISTOL_WEAPON) | (1 << KNEE_WEAPON) | (1 << HANDREMOTE_WEAPON)); p.holster_weapon = 0; p.kickback_pic = PWEAPON(playerNum, p.curr_weapon, TotalTime); p.last_pissed_time = 0; p.last_used_weapon = -1; p.last_weapon = -1; p.show_empty_weapon = 0; p.weapon_pos = WEAPON_POS_START; p.ammo_amount[PISTOL_WEAPON] = min(p.max_ammo_amount[PISTOL_WEAPON], 48); VM_OnEvent(EVENT_RESETWEAPONS, p.i, playerNum); } void P_ResetInventory(int playerNum) { auto &p = *g_player[playerNum].ps; Bmemset(p.inv_amount, 0, sizeof(p.inv_amount)); p.heat_on = 0; p.holoduke_on = -1; p.inven_icon = ICON_NONE; p.jetpack_on = 0; p.scuba_on = 0; p.inv_amount[GET_SHIELD] = g_startArmorAmount; VM_OnEvent(EVENT_RESETINVENTORY, p.i, playerNum); } static void P_PrepForNewLevel(int playerNum, int gameMode) { auto &p = *g_player[playerNum].ps; g_spriteDeleteQueuePos = 0; for (short &i : SpriteDeletionQueue) i = -1; g_animWallCnt = 0; g_animateCnt = 0; g_curViewscreen = -1; g_cyclerCnt = 0; g_earthquakeTime = 0; g_interpolationCnt = 0; randomseed = 1996; screenpeek = myconnectindex; tempwallptr = 0; p.actors_killed = 0; p.cheat_phase = 0; p.customexitsound = 0; p.hbomb_on = 0; p.holster_weapon = 0; p.interface_toggle = 0; p.last_pissed_time = 0; p.last_weapon = -1; p.max_actors_killed = 0; p.max_secret_rooms = 0; p.parallax_sectnum = -1; p.secret_rooms = 0; p.show_empty_weapon = 0; p.timebeforeexit = 0; p.toggle_key_flag = 0; p.visibility = ud.const_visibility; p.weapon_pos = WEAPON_POS_START; p.weapreccnt = 0; p.kickback_pic = ((PWEAPON(playerNum, p.curr_weapon, WorksLike) == PISTOL_WEAPON) && (PWEAPON(playerNum, p.curr_weapon, Reload) > PWEAPON(playerNum, p.curr_weapon, TotalTime))) ? PWEAPON(playerNum, p.curr_weapon, TotalTime) : 0; ud.camerasprite = -1; ud.eog = 0; ud.pause_on = 0; if (((gameMode & MODE_EOL) != MODE_EOL && numplayers < 2 && !g_netServer) || (!(g_gametypeFlags[ud.coop] & GAMETYPE_PRESERVEINVENTORYDEATH) && numplayers > 1)) { P_ResetWeapons(playerNum); P_ResetInventory(playerNum); } else if (PWEAPON(playerNum, p.curr_weapon, WorksLike) == HANDREMOTE_WEAPON) { p.ammo_amount[HANDBOMB_WEAPON]++; p.curr_weapon = HANDBOMB_WEAPON; } P_ResetTintFade(&p); } // Tweak sprites contained in moving sectors with these SE lotags. #define FIXSPR_SELOTAGP(k) ((k) == SE_0_ROTATING_SECTOR || (k) == SE_6_SUBWAY || (k) == SE_14_SUBWAY_CAR) // Set up sprites in moving sectors that are to be fixed wrt a certain pivot // position and should not diverge from it due to roundoff error in the future. // Has to be after the spawning stuff. static void G_SetupRotfixedSprites(void) { int spriteNum, nextSpriteNum; for (SPRITES_OF_STAT_SAFE(STAT_EFFECTOR, spriteNum, nextSpriteNum)) { auto const &s = sprite[spriteNum]; if (FIXSPR_SELOTAGP(s.lotag)) { #ifdef YAX_ENABLE int firstrun = 1; #endif int sectSprite = headspritesect[s.sectnum]; do { auto const &ss = sprite[sectSprite]; auto &a = actor[sectSprite]; // TRIPBOMB uses t_data[7] for its own purposes. Wouldn't be // too useful with moving sectors anyway if ((ROTFIXSPR_STATNUMP(ss.statnum) && ss.picnum != TRIPBOMB) || ((ss.statnum == STAT_ACTOR || ss.statnum == STAT_ZOMBIEACTOR) && A_CheckSpriteFlags(sectSprite, SFLAG_ROTFIXED))) { int const pivotSprite = (s.lotag == 0) ? s.owner : spriteNum; if (sectSprite != spriteNum && sectSprite != pivotSprite && pivotSprite >= 0 && pivotSprite < MAXSPRITES) { // let's hope we don't step on anyone's toes here a.t_data[7] = ROTFIXSPR_MAGIC | pivotSprite; // 'rs' magic + pivot SE sprite index a.t_data[8] = ss.x - sprite[pivotSprite].x; a.t_data[9] = ss.y - sprite[pivotSprite].y; } } sectSprite = nextspritesect[sectSprite]; #ifdef YAX_ENABLE if ((sectSprite < 0 && firstrun) && (s.lotag == SE_6_SUBWAY || s.lotag == SE_14_SUBWAY_CAR)) { firstrun = 0; sectSprite = actor[spriteNum].t_data[9]; if (sectSprite >= 0) sectSprite = headspritesect[sectSprite]; } #endif } while (sectSprite >= 0); } } } static void G_SetupLightSwitches() { auto tagbitmap = (uint8_t *)Xcalloc(65536 >> 3, 1); for (int nextSprite, SPRITES_OF_STAT_SAFE(STAT_DEFAULT, spriteNum, nextSprite)) { auto &s = sprite[spriteNum]; if (s.picnum <= 0) // oob safety for switch below continue; for (int i = 0; i < 2; i++) { switch (DYNAMICTILEMAP(s.picnum-1+i)) { case DIPSWITCH__STATIC: case DIPSWITCH2__STATIC: case FRANKENSTINESWITCH__STATIC: case HANDSWITCH__STATIC: case LIGHTSWITCH__STATIC: case LIGHTSWITCH2__STATIC: case LOCKSWITCH1__STATIC: case POWERSWITCH1__STATIC: case POWERSWITCH2__STATIC: case PULLSWITCH__STATIC: case SLOTDOOR__STATIC: case SPACEDOORSWITCH__STATIC: case SPACELIGHTSWITCH__STATIC: // the lower code only for the 'on' state (*) if (i == 0) { uint16_t const tag = s.lotag; tagbitmap[tag >> 3] |= 1 << (tag & 7); } break; } } } // initially 'on' SE 12 light (*) for (int nextSprite, SPRITES_OF_STAT_SAFE(STAT_EFFECTOR, j, nextSprite)) { uint16_t const tag = sprite[j].hitag; if (sprite[j].lotag == SE_12_LIGHT_SWITCH && tagbitmap[tag>>3] & pow2char[tag&7]) actor[j].t_data[0] = 1; } DO_FREE_AND_NULL(tagbitmap); } static void G_SetupSpecialWalls(void) { g_mirrorCount = 0; for (int i = 0; i < numwalls; i++) { auto &w = wall[i]; if (w.overpicnum == MIRROR && (w.cstat & 32) != 0) { int const nextSectnum = w.nextsector; if ((nextSectnum >= 0) && sector[nextSectnum].ceilingpicnum != MIRROR) { if (g_mirrorCount > 63) { G_GameExit("\nToo many mirrors (64 max.)"); } sector[nextSectnum].ceilingpicnum = MIRROR; sector[nextSectnum].floorpicnum = MIRROR; g_mirrorWall[g_mirrorCount] = i; g_mirrorSector[g_mirrorCount] = nextSectnum; g_mirrorCount++; continue; } } if (g_animWallCnt >= MAXANIMWALLS) { Bsprintf(tempbuf, "\nToo many 'anim' walls (%d max).", MAXANIMWALLS); G_GameExit(tempbuf); } auto &aw = animwall[g_animWallCnt]; aw.tag = 0; aw.wallnum = 0; switch (DYNAMICTILEMAP(G_GetForcefieldPicnum(i))) { case FANSHADOW__STATIC: case FANSPRITE__STATIC: // w.cstat |= 65; aw.wallnum = i; g_animWallCnt++; break; case W_FORCEFIELD__STATIC: if (w.overpicnum == W_FORCEFIELD__STATIC) { for (int j = 0; j < 3; j++) tloadtile(W_FORCEFIELD + j, 0); } if (w.shade > 31) w.cstat = 0; else w.cstat |= FORCEFIELD_CSTAT | CSTAT_WALL_BLOCK; if (w.lotag && w.nextwall >= 0) wall[w.nextwall].lotag = w.lotag; fallthrough__; case BIGFORCE__STATIC: aw.wallnum = i; g_animWallCnt++; continue; } w.extra = -1; switch (DYNAMICTILEMAP(w.picnum)) { #ifndef EDUKE32_STANDALONE case FEMPIC1__STATIC: case FEMPIC2__STATIC: case FEMPIC3__STATIC: w.extra = w.picnum; if (adult_lockout) w.picnum = (w.picnum == FEMPIC1) ? BLANKSCREEN : SCREENBREAK6; aw.tag = w.picnum; aw.wallnum = i; g_animWallCnt++; break; #endif case W_TECHWALL1__STATIC: case W_TECHWALL2__STATIC: case W_TECHWALL3__STATIC: case W_TECHWALL4__STATIC: aw.wallnum = i; g_animWallCnt++; break; case SCREENBREAK6__STATIC: case SCREENBREAK7__STATIC: case SCREENBREAK8__STATIC: for (int j = SCREENBREAK6; j < SCREENBREAK9; j++) tloadtile(j, 0); aw.tag = -1; aw.wallnum = i; g_animWallCnt++; 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: aw.tag = w.picnum; aw.wallnum = i; g_animWallCnt++; break; } } // Invalidate textures in sector behind mirror for (int i = 0; i < g_mirrorCount; i++) { int const startWall = sector[g_mirrorSector[i]].wallptr; int const endWall = startWall + sector[g_mirrorSector[i]].wallnum; for (int j = startWall; j < endWall; j++) { wall[j].picnum = wall[j].overpicnum = MIRROR; if (wall[g_mirrorWall[i]].pal == 4) wall[j].pal = 4; } } } static void A_MaybeProcessEffector(int spriteNum) { switch (DYNAMICTILEMAP(PN(spriteNum))) { case ACTIVATOR__STATIC: case ACTIVATORLOCKED__STATIC: case LOCATORS__STATIC: case MASTERSWITCH__STATIC: case MUSICANDSFX__STATIC: case RESPAWN__STATIC: case SECTOREFFECTOR__STATIC: case TOUCHPLATE__STATIC: sprite[spriteNum].cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN | CSTAT_SPRITE_ALIGNMENT_MASK); break; case GPSPEED__STATIC: // DELETE_AFTER_LOADACTOR. Must not change statnum. sector[SECT(spriteNum)].extra = SLT(spriteNum); break; case CYCLER__STATIC: { // DELETE_AFTER_LOADACTOR. Must not change statnum. if (g_cyclerCnt >= MAXCYCLERS) { Bsprintf(tempbuf, "\nToo many cycling sectors (%d max).", MAXCYCLERS); G_GameExit(tempbuf); } auto &cycler = g_cyclers[g_cyclerCnt]; cycler[0] = SECT(spriteNum); cycler[1] = SLT(spriteNum); cycler[2] = SS(spriteNum); cycler[3] = sector[SECT(spriteNum)].floorshade; cycler[4] = SHT(spriteNum); cycler[5] = (SA(spriteNum) == 1536); g_cyclerCnt++; break; } } } static void G_SpawnAllSprites() { // I don't know why this is separated, but I have better things to do than combine them and see what happens for (int i = 0; i < MAXSPRITES; i++) { if (sprite[i].statnum < MAXSTATUS && (PN(i) != SECTOREFFECTOR || SLT(i) != SE_14_SUBWAY_CAR)) A_Spawn(-1, i); } for (int i = 0; i < MAXSPRITES; i++) { if (sprite[i].statnum < MAXSTATUS && PN(i) == SECTOREFFECTOR && SLT(i) == SE_14_SUBWAY_CAR) A_Spawn(-1, i); } } static void G_DeleteTempEffectors() { for (int nextSprite, SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nextSprite)) { switch (DYNAMICTILEMAP(PN(i))) { case GPSPEED__STATIC: case CYCLER__STATIC: A_DeleteSprite(i); break; } } } static void prelevel(int g) { Bmemset(show2dsector, 0, sizeof(show2dsector)); #ifdef LEGACY_ROR Bmemset(ror_protectedsectors, 0, MAXSECTORS); #endif g_cloudCnt = 0; P_PrepForNewLevel(0, g); G_SetupGlobalPsky(); VM_OnEvent(EVENT_PRELEVEL); int missedCloudSectors = 0; auto &p0 = *g_player[0].ps; for (int i = 0; i < numsectors; i++) { auto &s = sector[i]; s.extra = 256; switch (s.lotag) { case ST_20_CEILING_DOOR: case ST_22_SPLITTING_DOOR: if (s.floorz > s.ceilingz) s.lotag |= 32768u; continue; } if (s.ceilingstat&1) { 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 (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); 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_PlayE4Cutscene(void) { S_PlaySpecialMusicOrNothing(MUS_BRIEFING); renderFlushPerms(); videoSetViewableArea(0, 0, xdim-1, ydim-1); twod->ClearScreen(); videoNextPage(); if (Anim_Play("vol41a.anm")) goto end_vol4a; twod->ClearScreen(); videoNextPage(); if (Anim_Play("vol42a.anm")) goto end_vol4a; twod->ClearScreen(); videoNextPage(); Anim_Play("vol43a.anm"); end_vol4a: twod->ClearScreen(); videoNextPage(); FX_StopAllSounds(); } void G_NewGame(int volumeNum, int levelNum, int skillNum) { auto &p0 = *g_player[0].ps; gameHandleEvents(); ready2send = 0; if (m_recstat != 2 && ud.last_level != -1 && !VM_OnEventWithReturn(EVENT_EXITGAMESCREEN, g_player[myconnectindex].ps->i, myconnectindex, 0) && (g_netServer || ud.multimode > 1) && (ud.coop & GAMETYPE_SCORESHEET)) G_BonusScreen(1); g_showShareware = GAMETICSPERSEC*34; ud.from_bonus = 0; ud.last_level = -1; ud.level_number = levelNum; ud.player_skill = skillNum; ud.secretlevel = 0; ud.volume_number = volumeNum; // we don't want the intro to play after the multiplayer setup screen if ((!g_netServer && ud.multimode < 2) && !Menu_HaveUserMap() && !VM_OnEventWithReturn(EVENT_NEWGAMESCREEN, g_player[myconnectindex].ps->i, myconnectindex, 0) && !levelNum && volumeNum == 3 && !adult_lockout && !(G_GetLogoFlags() & LOGO_NOE4CUTSCENE)) G_PlayE4Cutscene(); #ifdef EDUKE32_TOUCH_DEVICES p0.zoom = 360; #else p0.zoom = 768; #endif p0.gm = 0; M_ClearMenus(); #if !defined LUNATIC Gv_ResetVars(); Gv_InitWeaponPointers(); Gv_RefreshPointers(); #endif Gv_ResetSystemDefaults(); for (int i=0; i < (MAXVOLUMES*MAXLEVELS); i++) G_FreeMapState(i); if (m_coop != 1) { for (int weaponNum = 0; weaponNum < MAX_WEAPONS; weaponNum++) { if (PWEAPON(0, weaponNum, WorksLike) == PISTOL_WEAPON) { p0.curr_weapon = weaponNum; p0.gotweapon |= (1 << weaponNum); p0.ammo_amount[weaponNum] = min(p0.max_ammo_amount[weaponNum], 48); } else if (PWEAPON(0, weaponNum, WorksLike) == KNEE_WEAPON || PWEAPON(0, weaponNum, WorksLike) == HANDREMOTE_WEAPON) p0.gotweapon |= (1 << weaponNum); } p0.last_weapon = -1; } display_mirror = 0; #ifdef LUNATIC // NOTE: Lunatic state creation is relatively early. No map has yet been loaded. // XXX: What about the cases where G_EnterLevel() is called without a preceding G_NewGame()? El_CreateGameState(); G_PostCreateGameState(); #endif VM_OnEvent(EVENT_NEWGAME, g_player[screenpeek].ps->i, screenpeek); } 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 = s.pos; 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 = s.pos; p.bobpos = s.pos.vec2; 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]; if (g_player[0].ps->cursectnum >= 0) // < 0 may happen if we start a map in void space (e.g. testing it) { A_InsertSprite(g_player[0].ps->cursectnum,g_player[0].ps->pos.x,g_player[0].ps->pos.y,g_player[0].ps->pos.z, APLAYER,0,0,0,fix16_to_int(g_player[0].ps->q16ang),0,0,0,10); } if (ud.recstat != 2) { for (int TRAVERSE_CONNECT(i)) { auto &p = *g_player[i].ps; aimmode[i] = p.aim_mode; autoaim[i] = p.auto_aim; wswitch[i] = p.weaponswitch; if ((g_netServer || ud.multimode > 1) && (g_gametypeFlags[ud.coop] & GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0) { for (int j = 0; j < MAX_WEAPONS; j++) tsbar[i].ammo_amount[j] = p.ammo_amount[j]; tsbar[i].gotweapon = p.gotweapon; tsbar[i].curr_weapon = p.curr_weapon; tsbar[i].inven_icon = p.inven_icon; Bmemcpy(tsbar[i].inv_amount, p.inv_amount, sizeof(tsbar[i].inv_amount)); } } } P_ResetPlayer(0); for (int TRAVERSE_CONNECT(i)) { 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) { for (int TRAVERSE_CONNECT(i)) { auto &p = *g_player[i].ps; p.aim_mode = aimmode[i]; p.auto_aim = autoaim[i]; p.weaponswitch = wswitch[i]; if ((g_netServer || ud.multimode > 1) && (g_gametypeFlags[ud.coop] & GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0) { for (int j = 0; j < MAX_WEAPONS; j++) p.ammo_amount[j] = tsbar[i].ammo_amount[j]; p.gotweapon = tsbar[i].gotweapon; p.curr_weapon = tsbar[i].curr_weapon; p.inven_icon = tsbar[i].inven_icon; Bmemcpy(p.inv_amount, tsbar[i].inv_amount, sizeof(tsbar[i].inv_amount)); } } } // take away the pistol if the player spawns on any of these textures for (int TRAVERSE_CONNECT(i)) { auto &p = *g_player[i].ps; if (p.cursectnum >= 0) { switch (DYNAMICTILEMAP(sector[p.cursectnum].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; } } } } void G_ResetTimers(bool saveMoveCnt) { totalclock = g_cloudClock = ototalclock = lockclock = 0; ready2send = 1; g_levelTextTime = 85; if (!saveMoveCnt) g_moveThingsCount = 0; if (g_curViewscreen >= 0) actor[g_curViewscreen].t_data[0] = 0; } void G_ClearFIFO(void) { localInput = {}; Bmemset(&inputfifo, 0, sizeof(input_t) * MOVEFIFOSIZ * MAXPLAYERS); for (int p = 0; p < MAXPLAYERS; ++p) { if (g_player[p].input != NULL) Bmemset(g_player[p].input, 0, sizeof(input_t)); g_player[p].vote = g_player[p].gotvote = 0; } } int G_FindLevelByFile(const char *fileName) { int i = 0; for (auto &levelNum : mapList) { i++; if (levelNum.fileName.CompareNoCase(fileName) == 0) return i-1; } return -1; } #if 0 static void G_FadeLoad(int32_t r, int32_t g, int32_t b, int32_t start, int32_t end, int32_t step, int32_t ticwait, int32_t tc) { int32_t m = (step < 0) ? -1 : 1; int32_t nexttic = totalclock; for (; m*start <= m*end; start += step) { while (totalclock < nexttic) sampletimer(); nexttic += ticwait; if (inputState.GetKeyStatus(sc_Space)) { inputState.ClearKeyStatus(sc_Space); return; } setpalettefade(r,g,b,start); flushperms(); G_DoLoadScreen(" ", tc); } } #endif static int G_TryMapHack(const char *mhkfile) { int const failure = engineLoadMHK(mhkfile); if (!failure) initprintf("Loaded map hack file \"%s\"\n", mhkfile); return failure; } static void G_LoadMapHack(char *outbuf, const char *filename) { if (filename != NULL) Bstrcpy(outbuf, filename); append_ext_UNSAFE(outbuf, ".mhk"); if (G_TryMapHack(outbuf) && usermaphacks != NULL) { auto pMapInfo = (usermaphack_t *)bsearch(&g_loadedMapHack, usermaphacks, num_usermaphacks, sizeof(usermaphack_t), compare_usermaphacks); if (pMapInfo) G_TryMapHack(pMapInfo->mhkfile); } } static void G_CheckIfStateless() { for (bssize_t i = 0; i < (MAXVOLUMES * MAXLEVELS); i++) { map_t *const pMapInfo = &g_mapInfo[i]; if (pMapInfo->savedstate != nullptr) { // buildprint("G_CheckIfStateless: no ", ud.volume_number, " ", ud.level_number, "\n"); return; } } // buildprint("G_CheckIfStateless: yes ", ud.volume_number, " ", ud.level_number, "\n"); ud.last_stateless_volume = ud.volume_number; ud.last_stateless_level = ud.level_number; } int G_EnterLevel(int gameMode) { vote_map = vote_episode = voting = -1; ud.respawn_monsters = ud.m_respawn_monsters; ud.respawn_items = ud.m_respawn_items; ud.respawn_inventory = ud.m_respawn_inventory; ud.monsters_off = ud.m_monsters_off; ud.coop = m_coop; ud.marker = m_marker; ud.ffire = m_ffire; ud.noexits = m_noexits; if ((gameMode & MODE_DEMO) != MODE_DEMO) ud.recstat = m_recstat; if ((gameMode & MODE_DEMO) == 0 && ud.recstat == 2) ud.recstat = 0; if (g_networkMode != NET_DEDICATED_SERVER) { S_PauseSounds(false); FX_StopAllSounds(); S_ClearSoundLocks(); FX_SetReverb(0); } if (Menu_HaveUserMap()) { Bcorrectfilename(boardfilename, 0); int levelNum = G_FindLevelByFile(boardfilename); if (levelNum != -1) { int volumeNum = levelNum; levelNum &= MAXLEVELS-1; volumeNum = (volumeNum - levelNum) / MAXLEVELS; ud.level_number = m_level_number = levelNum; ud.volume_number = ud.m_volume_number = volumeNum; boardfilename[0] = 0; } } else boardfilename[0] = '\0'; int const mapidx = (ud.volume_number * MAXLEVELS) + ud.level_number; Bassert((unsigned)mapidx < ARRAY_SIZE(mapList)); auto& mm = mapList[mapidx]; if (VOLUMEONE || !Menu_HaveUserMap()) { if (mm.fileName.IsEmpty()) { OSD_Printf(OSDTEXT_RED "Map E%dL%d not defined!\n", ud.volume_number+1, ud.level_number+1); return 1; } } int const ssize = ud.screen_size; ud.screen_size = 0; FStringf msg("%s . . .", GStrings("TXT_LOADMAP")); G_DoLoadScreen(msg, -1); G_UpdateScreenArea(); ud.screen_size = ssize; auto &p0 = *g_player[0].ps; int16_t playerAngle; char levelName[BMAX_PATH]; NET_75_CHECK++; // a major problem with how STAT_NETALLOC works, is that loadboard loads sprites directly into the arrays and does not take from // STAT_NETALLOC, even though the loaded sprites are very, very likely to be relevant to the netcode. if (!VOLUMEONE && G_HaveUserMap()) { 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; } userMapRecord.name = ""; userMapRecord.SetFileName(boardfilename); currentLevel = &userMapRecord; STAT_NewLevel(boardfilename); G_LoadMapHack(levelName, boardfilename); userMapRecord.music = G_SetupFilenameBasedMusic(boardfilename, mapList[MUS_USERMAP].music.IsNotEmpty()? mapList[MUS_USERMAP].music.GetChars() :(!FURY? mapList[7].music.GetChars() : nullptr)); } else if (engineLoadBoard(mm.fileName, VOLUMEONE, &p0.pos, &playerAngle, &p0.cursectnum) < 0) { OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n", mm.fileName.GetChars()); return 1; } else { currentLevel = &mm; STAT_NewLevel(mm.fileName); G_LoadMapHack(levelName, mm.fileName); } p0.q16ang = fix16_from_int(playerAngle); g_precacheCount = 0; Bmemset(gotpic, 0, sizeof(gotpic)); Bmemset(precachehightile, 0, sizeof(precachehightile)); NET_75_CHECK++; // resetpspritevars attempts to insert player 0's sprite, which isn't going to work because we don't have // the STAT_NETALLOC sprites allocated yet. Net_NotifyNewGame(); prelevel(gameMode); G_AlignWarpElevators(); G_ResetAllPlayers(); G_CollectSpawnPoints(gameMode); ud.playerbest = CONFIG_GetMapBestTime(Menu_HaveUserMap() ? boardfilename : mm.fileName.GetChars(), g_loadedMapHack.md4); // G_FadeLoad(0,0,0, 252,0, -28, 4, -1); G_CacheMapData(); // G_FadeLoad(0,0,0, 0,252, 28, 4, -2); if (ud.recstat != 2) { if (Menu_HaveUserMap()) { S_PlayLevelMusicOrNothing(USERMAPMUSICFAKESLOT); } else S_PlayLevelMusicOrNothing(mapidx); } M_ClearMenus(); if (gameMode & (MODE_GAME|MODE_EOL)) { for (int TRAVERSE_CONNECT(i)) { g_player[i].ps->gm = MODE_GAME; } } else if (gameMode & MODE_RESTART) g_player[myconnectindex].ps->gm = (ud.recstat == 2) ? MODE_DEMO : MODE_GAME; if ((ud.recstat == 1) && (gameMode&MODE_RESTART) != MODE_RESTART) G_OpenDemoWrite(); #ifndef EDUKE32_TOUCH_DEVICES if (VOLUMEONE && ud.level_number == 0 && ud.recstat != 2) P_DoQuote(QUOTE_F1HELP,g_player[myconnectindex].ps); #endif //Net_NotifyNewGame(); Net_ResetPrediction(); //g_player[myconnectindex].ps->palette = palette; //G_FadePalette(0,0,0,0); P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); // JBF 20040308 P_UpdateScreenPal(g_player[myconnectindex].ps); renderFlushPerms(); everyothertime = 0; g_globalRandom = 0; ud.last_level = ud.level_number+1; G_ClearFIFO(); for (int i=g_interpolationCnt-1; i>=0; i--) bakipos[i] = *curipos[i]; G_ResetTimers(0); // Here we go G_CheckIfStateless(); for (int TRAVERSE_CONNECT(i)) { if (!VM_OnEventWithReturn(EVENT_ENTERLEVEL, g_player[i].ps->i, i, 0)) break; } if (G_HaveUserMap()) OSD_Printf(OSDTEXT_YELLOW "%s: %s\n", GStrings("TXT_USERMAP"), boardfilename); else if (FURY) OSD_Printf(OSDTEXT_YELLOW "%s: %s\n", GStrings("TXT_ENTERING"), mm.DisplayName()); else OSD_Printf(OSDTEXT_YELLOW "E%dL%d: %s\n", ud.volume_number + 1, ud.level_number + 1, mm.DisplayName()); g_restorePalette = -1; G_UpdateScreenArea(); videoClearViewableArea(0L); G_DrawBackground(); G_DrawRooms(myconnectindex,65536); if (g_netClient || g_netServer) // [75] : Initialize map states after map load { Net_InitMapStateHistory(); Net_AddWorldToInitialSnapshot(); } Net_WaitForServer(); return 0; } void G_FreeMapState(int levelNum) { auto &board = g_mapInfo[levelNum]; if (board.savedstate == NULL) return; #if !defined LUNATIC for (int j=0; jvars[j]); } for (int j=0; jarrays[j]); } #else Xfree(board.savedstate->savecode); #endif ALIGNED_FREE_AND_NULL(board.savedstate); } END_DUKE_NS