//------------------------------------------------------------------------- /* Copyright (C) 2010 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 "duke3d.h" #include "game.h" #include "common_game.h" #include "osd.h" #include "gamedef.h" #include "premap.h" #include "sounds.h" #include "fx_man.h" #include "gameexec.h" #include "anim.h" #include "menus.h" #include "demo.h" #ifdef LUNATIC # include "lunatic_game.h" #endif halfdimen_t g_halfScreen; int32_t g_halveScreenArea = 0; static int32_t g_whichPalForPlayer = 9; static uint8_t precachehightile[2][MAXTILES>>3]; static int32_t g_precacheCount; extern int32_t g_levelTextTime; 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(int32_t tilenume, int32_t type) { int32_t i,j; if ((picanm[tilenume].sf&PICANM_ANIMTYPE_MASK)==PICANM_ANIMTYPE_BACK) { i = tilenume - picanm[tilenume].num; j = tilenume; } else { i = tilenume; j = tilenume + picanm[tilenume].num; } for (; i<=j; i++) flag_precache(i, type); } static void G_CacheSpriteNum(int32_t i) { char maxc; int32_t j; if (ud.monsters_off && A_CheckEnemySprite(&sprite[i])) return; maxc = 1; for (j = PN; j <= g_tile[PN].cacherange; j++) tloadtile(j,1); switch (DYNAMICTILEMAP(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 G_PrecacheSprites(void) { int32_t i,j; for (i=0; i 1)) tloadtile(FRAGBAR,1); tloadtile(VIEWSCREEN,1); for (i=STARTALPHANUM; i= MAXSOUNDS || ud.config.SoundToggle == 0) return 0; if (ud.config.FXDevice < 0) return 0; if (!g_sounds[num].filename && !g_sounds[num].filename1) return 0; if (g_sounds[num].filename1) fp = kopen4loadfrommod(g_sounds[num].filename1,g_loadFromGroupOnly); if (fp == -1) fp = kopen4loadfrommod(g_sounds[num].filename,g_loadFromGroupOnly); if (fp == -1) { // OSD_Printf(OSDTEXT_RED "Sound %s(#%d) not found!\n",g_sounds[num].filename,num); return 0; } l = kfilelength(fp); g_sounds[num].soundsiz = l; if ((ud.level_number == 0 && ud.volume_number == 0 && (num == 189 || num == 232 || num == 99 || num == 233 || num == 17)) || (l < 12288)) { g_soundlocks[num] = 199; allocache((intptr_t *)&g_sounds[num].ptr,l,(char *)&g_soundlocks[num]); if (g_sounds[num].ptr != NULL) kread(fp, g_sounds[num].ptr , l); } kclose(fp); return 1; } static void G_PrecacheSounds(void) { int32_t i, j; if (ud.config.FXDevice < 0) return; j = 0; for (i=MAXSOUNDS-1; i>=0; i--) if (g_sounds[i].ptr == 0) { j++; if ((j&7) == 0) G_HandleAsync(); G_CacheSound(i); } } static void G_DoLoadScreen(const char *statustext, int32_t percent) { int32_t i=0,j; if (ud.recstat != 2) { j = VM_OnEvent(EVENT_GETLOADTILE, -1, myconnectindex, -1, LOADSCREEN); //g_player[myconnectindex].ps->palette = palette; P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 1); // JBF 20040308 if (!statustext) { i = ud.screen_size; ud.screen_size = 0; G_UpdateScreenArea(); clearallviews(0L); } if ((uint32_t)j < 2*MAXTILES) { clearallviews(0); rotatesprite_fs(320<<15,200<<15,65536L,0, j > MAXTILES-1?j-MAXTILES:j,0,0, 2+8+64+(ud.bgstretch?1024:0)); } else { nextpage(); return; } if (boardfilename[0] != 0 && ud.level_number == 7 && ud.volume_number == 0) { menutext(160,90,0,0,"Loading User Map"); gametextpal(160,90+10,boardfilename,14,2); } else { menutext(160,90,0,0,"Loading"); if (MapInfo[(ud.volume_number*MAXLEVELS) + ud.level_number].name != NULL) menutext(160,90+16+8,0,0,MapInfo[(ud.volume_number*MAXLEVELS) + ud.level_number].name); } if (statustext) gametext(160,180,statustext,0,2+8+16); if (percent != -1) { int32_t ii = scale(scale(xdim-1,288,320),percent,100); rotatesprite(31<<16,145<<16,65536,0,929,15,0,2+8+16,0,0,ii,ydim-1); rotatesprite(159<<16,145<<16,65536,0,929,15,0,2+8+16,0,0,ii,ydim-1); rotatesprite(30<<16,144<<16,65536,0,929,0,0,2+8+16,0,0,ii,ydim-1); rotatesprite(158<<16,144<<16,65536,0,929,0,0,2+8+16,0,0,ii,ydim-1); } VM_OnEvent(EVENT_DISPLAYLOADINGSCREEN, g_player[screenpeek].ps->i, screenpeek, -1, 0); nextpage(); if (!statustext) { KB_FlushKeyboardQueue(); ud.screen_size = i; } } else { if (!statustext) { clearallviews(0L); //g_player[myconnectindex].ps->palette = palette; //G_FadePalette(0,0,0,0); P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); // JBF 20040308 } /*Gv_SetVar(g_iReturnVarID,LOADSCREEN, -1, -1);*/ j = VM_OnEvent(EVENT_GETLOADTILE, -1, myconnectindex, -1, LOADSCREEN); if ((uint32_t)j < 2*MAXTILES) { rotatesprite_fs(320<<15,200<<15,65536L, 0,j > MAXTILES-1?j-MAXTILES:j,0,0, 2+8+64+(ud.bgstretch?1024:0)); } else { nextpage(); return; } menutext(160,105,0,0,"Loading..."); if (statustext) gametext(160,180,statustext,0,2+8+16); VM_OnEvent(EVENT_DISPLAYLOADINGSCREEN, g_player[screenpeek].ps->i, screenpeek, -1, 0); nextpage(); } } extern void G_SetCrosshairColor(int32_t r, int32_t g, int32_t b); extern palette_t CrosshairColors; void G_CacheMapData(void) { int32_t i,j,pc=0; int32_t tc; uint32_t starttime, endtime; if (ud.recstat == 2) return; S_PauseMusic(1); if (MapInfo[MUS_LOADING].musicfn) { S_StopMusic(); S_PlayMusic(MapInfo[MUS_LOADING].musicfn, MUS_LOADING); } starttime = getticks(); G_PrecacheSounds(); G_PrecacheSprites(); for (i=0; i= 0) { tloadtile(wall[i].overpicnum, 0); } } for (i=0; i>3]) { i+=7; continue; } if (gotpic[i>>3] & pow2char[i&7]) { if (waloff[i] == 0) loadtile((int16_t)i); #ifdef USE_OPENGL // PRECACHE if (ud.config.useprecache && bpp > 8) { int32_t k,type; for (type=0; type<=1; type++) if (precachehightile[type][i>>3] & pow2char[i&7]) { k = 0; for (k=0; k 8 && totalclock - tc > TICRATE/4) { /*Bsprintf(tempbuf,"%d resources remaining\n",g_precacheCount-pc+1);*/ tc = min(100, tabledivide32_noinline(100 * pc, g_precacheCount)); Bsprintf(tempbuf,"Loaded %d%% (%d/%d textures)\n",tc,pc,g_precacheCount); G_DoLoadScreen(tempbuf, tc); tc = totalclock; } } Bmemset(gotpic, 0, sizeof(gotpic)); endtime = getticks(); OSD_Printf("Cache time: %dms\n", endtime-starttime); } void G_UpdateScreenArea(void) { if (!in3dmode()) return; ud.screen_size = clamp(ud.screen_size, 0, 64); if (ud.screen_size == 0) flushperms(); { const int32_t ss = max(ud.screen_size-8,0); const int32_t x1 = scale(ss,xdim,160); int32_t x2 = xdim-x1; int32_t y1 = ss; int32_t y2 = 200; if (ud.screen_size > 0 && (GametypeFlags[ud.coop]&GAMETYPE_FRAGBAR) && (g_netServer || ud.multimode > 1)) { int32_t i, j = 0; for (TRAVERSE_CONNECT(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.statusbarmode==0) y2 -= (ss+scale(tilesiz[BOTTOMSTATUSBAR].y,ud.statusbarscale,100)); y1 = scale(y1,ydim,200); y2 = scale(y2,ydim,200)+(getrendermode() != REND_CLASSIC); if (g_halveScreenArea) { int32_t ourxdimen=x2-x1, ourydimen=y2-y1; g_halfScreen.x1 = x1; g_halfScreen.y1 = y1; g_halfScreen.xdimen = (ourxdimen>>1); g_halfScreen.ydimen = (ourydimen>>1); x2 = x1 + (ourxdimen>>1); y2 = y1 + (ourydimen>>1); } setview(x1,y1,x2-1,y2-1); } G_GetCrosshairColor(); G_SetCrosshairColor(CrosshairColors.r, CrosshairColors.g, CrosshairColors.b); pub = NUMPAGES; pus = NUMPAGES; } void P_RandomSpawnPoint(int32_t snum) { DukePlayer_t *p = g_player[snum].ps; int32_t i=snum,j,k; uint32_t dist,pdist = -1; if ((g_netServer || ud.multimode > 1) && !(GametypeFlags[ud.coop] & GAMETYPE_FIXEDRESPAWN)) { i = krand()%g_numPlayerSprites; if (GametypeFlags[ud.coop] & GAMETYPE_TDMSPAWN) { for (j=0; jteam == p->team && sprite[g_player[j].ps->i].extra > 0) { for (k=0; kpos.x-g_playerSpawnPoints[k].pos.x,g_player[j].ps->pos.y-g_playerSpawnPoints[k].pos.y); if (dist < pdist) i = k, pdist = dist; } break; } } } } p->bobpos.x = p->opos.x = p->pos.x = g_playerSpawnPoints[i].pos.x; p->bobpos.y = p->opos.y = p->pos.y = g_playerSpawnPoints[i].pos.y; p->opos.z = p->pos.z = g_playerSpawnPoints[i].pos.z; p->ang = g_playerSpawnPoints[i].ang; p->cursectnum = g_playerSpawnPoints[i].sect; sprite[p->i].cstat = 1+256; } static inline void P_ResetTintFade(DukePlayer_t *ps) { ps->pals.f = 0; #ifdef LUNATIC ps->palsfadeprio = 0; #endif } void P_ResetPlayer(int32_t snum) { vec3_t tmpvect; DukePlayer_t *const pl = g_player[snum].ps; spritetype *const sp = &sprite[pl->i]; tmpvect.x = pl->pos.x; tmpvect.y = pl->pos.y; tmpvect.z = pl->pos.z+PHEIGHT; P_RandomSpawnPoint(snum); sp->x = actor[pl->i].bpos.x = pl->bobpos.x = pl->opos.x = pl->pos.x; sp->y = actor[pl->i].bpos.y = pl->bobpos.y = pl->opos.y = pl->pos.y; sp->z = actor[pl->i].bpos.y = pl->opos.z =pl->pos.z; updatesector(pl->pos.x,pl->pos.y,&pl->cursectnum); setsprite(pl->i,&tmpvect); sp->cstat = 257; sp->shade = -12; sp->clipdist = 64; sp->xrepeat = 42; sp->yrepeat = 36; sp->owner = pl->i; sp->xoffset = 0; sp->pal = pl->palookup; pl->last_extra = sp->extra = pl->max_player_health; pl->wantweaponfire = -1; pl->horiz = 100; pl->on_crane = -1; pl->frag_ps = snum; pl->horizoff = 0; pl->opyoff = 0; pl->wackedbyactor = -1; pl->inv_amount[GET_SHIELD] = g_startArmorAmount; pl->dead_flag = 0; pl->footprintcount = 0; pl->weapreccnt = 0; pl->fta = 0; pl->ftq = 0; pl->vel.x = pl->vel.y = 0; pl->rotscrnang = 0; pl->runspeed = g_playerFriction; pl->falling_counter = 0; P_ResetTintFade(pl); actor[pl->i].extra = -1; actor[pl->i].owner = pl->i; actor[pl->i].cgg = 0; actor[pl->i].movflag = 0; actor[pl->i].tempang = 0; actor[pl->i].actorstayput = -1; actor[pl->i].dispicnum = 0; actor[pl->i].owner = pl->i; actor[pl->i].t_data[4] = 0; P_ResetInventory(snum); P_ResetWeapons(snum); pl->reloading = 0; pl->movement_lock = 0; VM_OnEvent(EVENT_RESETPLAYER, pl->i, snum, -1, 0); } void P_ResetStatus(int32_t snum) { DukePlayer_t *p = g_player[snum].ps; 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->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*GAMETICSPERSEC; p->rapid_fire_hold = 0; p->toggle_key_flag = 0; p->access_spritenum = -1; if ((g_netServer || ud.multimode > 1) && (GametypeFlags[ud.coop] & GAMETYPE_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 = BASEPAL; if (p->inv_amount[GET_STEROIDS] < 400) { p->inv_amount[GET_STEROIDS] = 0; p->inven_icon = ICON_NONE; } 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->vel.x = 0; p->vel.y = 0; p->vel.z = 0; p->fric.x = 0; p->fric.y = 0; p->somethingonplayer =-1; p->one_eighty_count = 0; p->cheat_phase = 0; p->on_crane = -1; if ((PWEAPON(snum, p->curr_weapon, WorksLike) == PISTOL_WEAPON) && (PWEAPON(snum, p->curr_weapon, Reload) > PWEAPON(snum, p->curr_weapon, TotalTime))) p->kickback_pic = PWEAPON(snum, p->curr_weapon, TotalTime); else p->kickback_pic = 0; p->weapon_pos = WEAPON_POS_START; 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; p->frag_ps = snum; P_UpdateScreenPal(p); VM_OnEvent(EVENT_RESETPLAYER, p->i, snum, -1, 0); } void P_ResetWeapons(int32_t snum) { int32_t weapon; DukePlayer_t *p = g_player[snum].ps; for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++) p->ammo_amount[weapon] = 0; p->weapon_pos = WEAPON_POS_START; p->curr_weapon = PISTOL_WEAPON; p->kickback_pic = PWEAPON(snum, p->curr_weapon, TotalTime); p->gotweapon = ((1<ammo_amount[PISTOL_WEAPON] = min(p->max_ammo_amount[PISTOL_WEAPON], 48); p->last_weapon = -1; p->show_empty_weapon= 0; p->last_pissed_time = 0; p->holster_weapon = 0; VM_OnEvent(EVENT_RESETWEAPONS, p->i, snum, -1, 0); } void P_ResetInventory(int32_t snum) { DukePlayer_t *p = g_player[snum].ps; Bmemset(p->inv_amount, 0, sizeof(p->inv_amount)); p->scuba_on = 0; p->heat_on = 0; p->jetpack_on = 0; p->holoduke_on = -1; p->inv_amount[GET_SHIELD] = g_startArmorAmount; p->inven_icon = ICON_NONE; VM_OnEvent(EVENT_RESETINVENTORY, p->i, snum, -1, 0); } static void resetprestat(int32_t snum,int32_t g) { DukePlayer_t *p = g_player[snum].ps; int32_t i; g_spriteDeleteQueuePos = 0; for (i=0; ihbomb_on = 0; p->cheat_phase = 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 = WEAPON_POS_START; P_ResetTintFade(p); if ((PWEAPON(snum, p->curr_weapon, WorksLike) == PISTOL_WEAPON) && (PWEAPON(snum, p->curr_weapon, Reload) > PWEAPON(snum, p->curr_weapon, TotalTime))) p->kickback_pic = PWEAPON(snum, p->curr_weapon, TotalTime); else p->kickback_pic = 0; 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; g_numAnimWalls = 0; g_numCyclers = 0; g_animateCount = 0; parallaxtype = 0; randomseed = 1996; ud.pause_on = 0; ud.camerasprite =-1; ud.eog = 0; tempwallptr = 0; g_curViewscreen =-1; g_earthquakeTime = 0; g_numInterpolations = 0; startofdynamicinterpolations = 0; if (((g&MODE_EOL) != MODE_EOL && numplayers < 2 && !g_netServer) || (!(GametypeFlags[ud.coop]&GAMETYPE_PRESERVEINVENTORYDEATH) && numplayers > 1)) { P_ResetWeapons(snum); P_ResetInventory(snum); } else if (PWEAPON(snum, p->curr_weapon, WorksLike) == HANDREMOTE_WEAPON) { p->ammo_amount[HANDBOMB_WEAPON]++; p->curr_weapon = HANDBOMB_WEAPON; } p->timebeforeexit = 0; p->customexitsound = 0; } // 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) { int32_t i; for (i=headspritestat[STAT_EFFECTOR]; i>=0; i=nextspritestat[i]) { if (FIXSPR_SELOTAGP(sprite[i].lotag)) { #ifdef YAX_ENABLE int32_t firstrun = 1; #endif int32_t j = headspritesect[sprite[i].sectnum]; while (j>=0) { const spritetype *const spr = &sprite[j]; // TRIPBOMB uses t_data[7] for its own purposes. Wouldn't be // too useful with moving sectors anyway if ((ROTFIXSPR_STATNUMP(spr->statnum) && spr->picnum!=TRIPBOMB) || ((spr->statnum==STAT_ACTOR || spr->statnum==STAT_ZOMBIEACTOR) && A_CheckSpriteTileFlags(spr->picnum, SFLAG_ROTFIXED))) { int32_t pivot = i; if (sprite[i].lotag==0) pivot = sprite[i].owner; if (j!=i && j!=pivot && pivot>=0 && pivotx - sprite[pivot].x; actor[j].t_data[9] = spr->y - sprite[pivot].y; } } j = nextspritesect[j]; #ifdef YAX_ENABLE if (j<0 && firstrun) if (sprite[i].lotag==SE_6_SUBWAY || sprite[i].lotag==SE_14_SUBWAY_CAR) { firstrun = 0; j = actor[i].t_data[9]; if (j >= 0) j = headspritesect[j]; } #endif } } } } static inline int32_t G_CheckExitSprite(int32_t i) { return (sprite[i].lotag == UINT16_MAX && (sprite[i].cstat&16)); } static void prelevel(char g) { int32_t i, nexti, j, startwall, endwall; int32_t switchpicnum; uint8_t *tagbitmap = (uint8_t *)Xcalloc(65536>>3, 1); Bmemset(show2dsector, 0, sizeof(show2dsector)); #ifdef LEGACY_ROR Bmemset(ror_protectedsectors, 0, MAXSECTORS); #endif resetprestat(0,g); g_numClouds = 0; G_SetupGlobalPsky(); 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); } if (sector[i].ceilingpicnum == CLOUDYSKIES && g_numClouds < 127) clouds[g_numClouds++] = i; if (g_player[0].ps->one_parallax_sectnum == -1) g_player[0].ps->one_parallax_sectnum = i; } if (sector[i].lotag == 32767) //Found a secret room { g_player[0].ps->max_secret_rooms++; continue; } if (sector[i].lotag == UINT16_MAX) { g_player[0].ps->exitx = wall[sector[i].wallptr].x; g_player[0].ps->exity = wall[sector[i].wallptr].y; continue; } } // NOTE: must be safe loop because callbacks could delete sprites. for (SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nexti)) { A_ResetVars(i); #if !defined LUNATIC A_LoadActor(i); #endif VM_OnEvent(EVENT_LOADACTOR, i, -1, -1, 0); if (G_CheckExitSprite(i)) { g_player[0].ps->exitx = SX; g_player[0].ps->exity = SY; } else switch (DYNAMICTILEMAP(PN)) { case GPSPEED__STATIC: // DELETE_AFTER_LOADACTOR. Must not change statnum. sector[SECT].extra = SLT; break; case CYCLER__STATIC: // DELETE_AFTER_LOADACTOR. Must not change statnum. if (g_numCyclers >= MAXCYCLERS) { Bsprintf(tempbuf,"\nToo many cycling sectors (%d max).",MAXCYCLERS); G_GameExit(tempbuf); } cyclers[g_numCyclers][0] = SECT; cyclers[g_numCyclers][1] = SLT; cyclers[g_numCyclers][2] = SS; cyclers[g_numCyclers][3] = sector[SECT].floorshade; cyclers[g_numCyclers][4] = SHT; cyclers[g_numCyclers][5] = (SA == 1536); g_numCyclers++; 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 &= ~(1|256); break; } } // Delete some effector / effector modifier sprites AFTER the loop running // the LOADACTOR events. DELETE_AFTER_LOADACTOR. for (SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nexti)) if (!G_CheckExitSprite(i)) switch (DYNAMICTILEMAP(PN)) { case GPSPEED__STATIC: case CYCLER__STATIC: A_DeleteSprite(i); break; } for (i = 0; i < MAXSPRITES; i++) { if (sprite[i].statnum < MAXSTATUS && (PN != SECTOREFFECTOR || SLT != SE_14_SUBWAY_CAR)) A_Spawn(-1, i); } for (i = 0; i < MAXSPRITES; i++) { if (sprite[i].statnum < MAXSTATUS && PN == SECTOREFFECTOR && SLT == SE_14_SUBWAY_CAR) A_Spawn(-1, i); } G_SetupRotfixedSprites(); for (i=headspritestat[STAT_DEFAULT]; i>=0; i=nextspritestat[i]) { int32_t ii; if (PN <= 0) // oob safety for switch below continue; for (ii=0; ii<2; ii++) switch (DYNAMICTILEMAP(PN-1+ii)) { 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: // the lower code only for the 'on' state (*) if (ii==0) { j = sprite[i].lotag; tagbitmap[j>>3] |= 1<<(j&7); } break; } } // initially 'on' SE 12 light (*) for (j=headspritestat[STAT_EFFECTOR]; j>=0; j=nextspritestat[j]) { int32_t t = sprite[j].hitag; if (sprite[j].lotag == SE_12_LIGHT_SWITCH && tagbitmap[t>>3]&(1<<(t&7))) actor[j].t_data[0] = 1; } Bfree(tagbitmap); g_mirrorCount = 0; for (i = 0; i < numwalls; i++) { walltype *wal; wal = &wall[i]; if (wal->overpicnum == MIRROR && (wal->cstat&32) != 0) { j = wal->nextsector; if ((j >= 0) && sector[j].ceilingpicnum != MIRROR) { if (g_mirrorCount > 63) G_GameExit("\nToo many mirrors (64 max.)"); sector[j].ceilingpicnum = MIRROR; sector[j].floorpicnum = MIRROR; g_mirrorWall[g_mirrorCount] = i; g_mirrorSector[g_mirrorCount] = j; g_mirrorCount++; continue; } } if (g_numAnimWalls >= MAXANIMWALLS) { Bsprintf(tempbuf,"\nToo many 'anim' walls (%d max).",MAXANIMWALLS); G_GameExit(tempbuf); } animwall[g_numAnimWalls].tag = 0; animwall[g_numAnimWalls].wallnum = 0; switchpicnum = G_GetForcefieldPicnum(i); if (switchpicnum >= 0) { switch (DYNAMICTILEMAP(switchpicnum)) { case FANSHADOW__STATIC: case FANSPRITE__STATIC: wall->cstat |= 65; animwall[g_numAnimWalls].wallnum = i; g_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 |= FORCEFIELD_CSTAT|256; if (wal->lotag && wal->nextwall >= 0) wall[wal->nextwall].lotag = wal->lotag; case BIGFORCE__STATIC: animwall[g_numAnimWalls].wallnum = i; g_numAnimWalls++; continue; } } wal->extra = -1; switch (DYNAMICTILEMAP(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[g_numAnimWalls].wallnum = i; // animwall[g_numAnimWalls].tag = -1; g_numAnimWalls++; break; case SCREENBREAK6__STATIC: case SCREENBREAK7__STATIC: case SCREENBREAK8__STATIC: for (j=SCREENBREAK6; jextra = wal->picnum; animwall[g_numAnimWalls].tag = -1; if (ud.lockout) { if (wal->picnum == FEMPIC1) wal->picnum = BLANKSCREEN; else wal->picnum = SCREENBREAK6; } animwall[g_numAnimWalls].wallnum = i; animwall[g_numAnimWalls].tag = wal->picnum; g_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[g_numAnimWalls].wallnum = i; animwall[g_numAnimWalls].tag = wal->picnum; g_numAnimWalls++; break; } } //Invalidate textures in sector behind mirror for (i=0; i= 0 && ud.config.FXDevice >= 0 && ud.config.SoundToggle) { while (FX_SoundActive(g_skillSoundVoice)) G_HandleAsync(); } g_skillSoundVoice = -1; ready2send = 0; if (ud.m_recstat != 2 && ud.last_level >= 0 && (g_netServer || ud.multimode > 1) && (ud.coop&GAMETYPE_SCORESHEET)) G_BonusScreen(1); if (ln == 0 && vn == 3 && (!g_netServer && ud.multimode < 2) && ud.lockout == 0 && (G_GetLogoFlags() & LOGO_NOE4CUTSCENE)==0) { S_PlayMusic(MapInfo[MUS_BRIEFING].musicfn, MUS_BRIEFING); flushperms(); setview(0,0,xdim-1,ydim-1); clearview(0L); nextpage(); i = G_PlayAnim("vol41a.anm",6); clearview(0L); nextpage(); if (i) goto end_vol4a; i = G_PlayAnim("vol42a.anm",7); clearview(0L); nextpage(); if (i) goto end_vol4a; G_PlayAnim("vol43a.anm",9); clearview(0L); nextpage(); end_vol4a: FX_StopAllSounds(); } g_showShareware = GAMETICSPERSEC*34; ud.level_number = ln; ud.volume_number = vn; ud.player_skill = sk; ud.secretlevel = 0; ud.from_bonus = 0; ud.last_level = -1; g_lastSaveSlot = -1; #ifdef __ANDROID__ p->zoom = 360; #else p->zoom = 768; #endif p->gm = 0; #if !defined LUNATIC //AddLog("Newgame"); Gv_ResetVars(); Gv_InitWeaponPointers(); // PK: Gv_ResetVars() might trip up the system (pointer) gamevars, // e.g. if some earlier-version CON code had been loaded before Gv_RefreshPointers(); #endif Gv_ResetSystemDefaults(); for (i=0; i<(MAXVOLUMES*MAXLEVELS); i++) if (MapInfo[i].savedstate) { Bfree(MapInfo[i].savedstate); MapInfo[i].savedstate = NULL; } if (ud.m_coop != 1) { for (i=0; icurr_weapon = i; p->gotweapon |= (1<ammo_amount[i] = min(p->max_ammo_amount[i], 48); } else if (PWEAPON(0, i, WorksLike)==KNEE_WEAPON) p->gotweapon |= (1<gotweapon |= (1<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[myconnectindex].ps->i, myconnectindex, -1, 0); } static void resetpspritevars(char g) { int16_t i, j; //circ; uint8_t aimmode[MAXPLAYERS],autoaim[MAXPLAYERS],weaponswitch[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,g_player[0].ps->ang,0,0,0,10); } if (ud.recstat != 2) for (TRAVERSE_CONNECT(i)) { aimmode[i] = g_player[i].ps->aim_mode; autoaim[i] = g_player[i].ps->auto_aim; weaponswitch[i] = g_player[i].ps->weaponswitch; if ((g_netServer || ud.multimode > 1) && (GametypeFlags[ud.coop]&GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0) { for (j=0; jammo_amount[j]; tsbar[i].gotweapon = g_player[i].ps->gotweapon; Bmemcpy(tsbar[i].inv_amount, g_player[i].ps->inv_amount, sizeof(tsbar[i].inv_amount)); tsbar[i].curr_weapon = g_player[i].ps->curr_weapon; tsbar[i].inven_icon = g_player[i].ps->inven_icon; } } P_ResetStatus(0); for (TRAVERSE_CONNECT(i)) if (i) Bmemcpy(g_player[i].ps,g_player[0].ps,sizeof(DukePlayer_t)); if (ud.recstat != 2) for (TRAVERSE_CONNECT(i)) { g_player[i].ps->aim_mode = aimmode[i]; g_player[i].ps->auto_aim = autoaim[i]; g_player[i].ps->weaponswitch = weaponswitch[i]; if ((g_netServer || ud.multimode > 1) && (GametypeFlags[ud.coop]&GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0) { for (j=0; jammo_amount[j] = tsbar[i].ammo_amount[j]; g_player[i].ps->gotweapon = tsbar[i].gotweapon; g_player[i].ps->curr_weapon = tsbar[i].curr_weapon; g_player[i].ps->inven_icon = tsbar[i].inven_icon; Bmemcpy(g_player[i].ps->inv_amount, tsbar[i].inv_amount, sizeof(tsbar[i].inv_amount)); } } g_numPlayerSprites = 0; // circ = 2048/ud.multimode; g_whichPalForPlayer = 9; j = 0; i = headspritestat[STAT_PLAYER]; while (i >= 0) { const int32_t nexti = nextspritestat[i]; spritetype *const s = &sprite[i]; if (g_numPlayerSprites == MAXPLAYERS) G_GameExit("\nToo many player sprites (max 16.)"); g_playerSpawnPoints[g_numPlayerSprites].pos.x = s->x; g_playerSpawnPoints[g_numPlayerSprites].pos.y = s->y; g_playerSpawnPoints[g_numPlayerSprites].pos.z = s->z; g_playerSpawnPoints[g_numPlayerSprites].ang = s->ang; g_playerSpawnPoints[g_numPlayerSprites].sect = s->sectnum; g_numPlayerSprites++; if (j < MAXPLAYERS) { s->owner = i; s->shade = 0; s->xrepeat = 42; s->yrepeat = 36; if (!g_fakeMultiMode) s->cstat = j < numplayers ? 1+256 : 32768; else s->cstat = j < ud.multimode ? 1+256 : 32768; s->xoffset = 0; s->clipdist = 64; // if (j < playerswhenstarted) { if ((g&MODE_EOL) != MODE_EOL || g_player[j].ps->last_extra == 0) { g_player[j].ps->last_extra = g_player[j].ps->max_player_health; s->extra = g_player[j].ps->max_player_health; g_player[j].ps->runspeed = g_playerFriction; } else s->extra = g_player[j].ps->last_extra; s->yvel = j; if (!g_player[j].pcolor && (g_netServer || ud.multimode > 1) && !(GametypeFlags[ud.coop] & GAMETYPE_TDM)) { if (s->pal == 0) { int32_t k = 0; for (; kpalookup) { g_whichPalForPlayer++; if (g_whichPalForPlayer >= 17) g_whichPalForPlayer = 9; k=0; } } g_player[j].pcolor = s->pal = g_player[j].ps->palookup = g_whichPalForPlayer++; if (g_whichPalForPlayer >= 17) g_whichPalForPlayer = 9; } else g_player[j].pcolor = g_player[j].ps->palookup = s->pal; } else { int32_t k = g_player[j].pcolor; if (GametypeFlags[ud.coop] & GAMETYPE_TDM) { k = G_GetTeamPalette(g_player[j].pteam); g_player[j].ps->team = g_player[j].pteam; } s->pal = g_player[j].ps->palookup = k; } g_player[j].ps->i = i; g_player[j].ps->frag_ps = j; actor[i].owner = i; g_player[j].ps->autostep = (20L<<8); g_player[j].ps->autostep_sbw = (4L<<8); actor[i].bpos.x = g_player[j].ps->bobpos.x = g_player[j].ps->opos.x = g_player[j].ps->pos.x = s->x; actor[i].bpos.y = g_player[j].ps->bobpos.y = g_player[j].ps->opos.y = g_player[j].ps->pos.y = s->y; actor[i].bpos.z = g_player[j].ps->opos.z = g_player[j].ps->pos.z = s->z; g_player[j].ps->oang = g_player[j].ps->ang = s->ang; updatesector(s->x,s->y,&g_player[j].ps->cursectnum); } j++; } else A_DeleteSprite(i); i = nexti; } } static inline void clearfrags(void) { int32_t i; for (i=0; ips->frag = p->ps->fraggedself = 0; Bmemset(p->frags, 0, sizeof(p->frags)); } } void G_ResetTimers(uint8_t keepgtics) { totalclock = cloudtotalclock = ototalclock = lockclock = 0; ready2send = 1; g_levelTextTime = 85; if (!keepgtics) g_moveThingsCount = 0; if (g_curViewscreen >= 0) actor[g_curViewscreen].t_data[0] = 0; } void G_ClearFIFO(void) { int32_t i = MAXPLAYERS-1; g_emuJumpTics = 0; Bmemset(&avg, 0, sizeof(input_t)); clearbufbyte(&loc,sizeof(input_t),0L); clearbufbyte(&inputfifo,sizeof(input_t)*MOVEFIFOSIZ*MAXPLAYERS,0L); for (; i >= 0; i--) { if (g_player[i].sync != NULL) Bmemset(g_player[i].sync, 0, sizeof(input_t)); g_player[i].vote = g_player[i].gotvote = 0; } } int32_t G_FindLevelByFile(const char *fn) { for (int volume = 0; volume < MAXVOLUMES; volume++) { const int voloff = volume * MAXLEVELS; for (int level = 0; level < MAXLEVELS; level++) { if (MapInfo[voloff + level].filename == NULL) continue; if (!Bstrcasecmp(fn, MapInfo[voloff + level].filename)) return voloff + level; } } return MAXLEVELS * MAXVOLUMES; } 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 m = (step < 0) ? -1 : 1; int32_t nexttic = totalclock; for (; m*start <= m*end; start += step) { while (totalclock < nexttic) sampletimer(); nexttic += ticwait; if (KB_KeyPressed(sc_Space)) { KB_ClearKeyDown(sc_Space); return; } G_FadePalette(r,g,b,start|128); flushperms(); G_DoLoadScreen(" ", -1); } } static void G_LoadMapHack(char *outbuf, const char *filename) { if (filename != NULL) Bstrcpy(outbuf, filename); append_ext_UNSAFE(outbuf, ".mhk"); if (!loadmaphack(outbuf)) initprintf("Loaded map hack file \"%s\"\n",outbuf); } static void G_ReallocCopyMusicName(int32_t level_number, const char *levnamebuf, int32_t altp) { char **musfn = altp ? &MapInfo[level_number].ext_musicfn : &MapInfo[level_number].musicfn; uint8_t len = Bstrlen(levnamebuf) + 1; *musfn = (char *)Xrealloc(*musfn, len); Bstrncpy(*musfn, levnamebuf, len); } // levnamebuf should have at least size BMAX_PATH void G_SetupFilenameBasedMusic(char *levnamebuf, const char *boardfilename, int32_t level_number) { char *p, *exts[] = { #ifdef HAVE_FLAC "flac", #endif #ifdef HAVE_VORBIS "ogg", #endif "mid" }; Bstrncpy(levnamebuf, boardfilename, BMAX_PATH); Bcorrectfilename(levnamebuf, 0); if (NULL == (p = Bstrrchr(levnamebuf, '.'))) { p = levnamebuf + Bstrlen(levnamebuf); p[0] = '.'; } for (unsigned int i = 0; i < ARRAY_SIZE(exts); i++) { int32_t fil; Bmemcpy(p+1, exts[i], Bstrlen(exts[i]) + 1); if ((fil = kopen4loadfrommod(levnamebuf, 0)) != -1) { kclose(fil); G_ReallocCopyMusicName(level_number, levnamebuf, i < (ARRAY_SIZE(exts) - 1)); return; } } DO_FREE_AND_NULL(MapInfo[level_number].ext_musicfn); G_ReallocCopyMusicName(level_number, "dethtoll.mid", 0); } static inline int G_HaveUserMap(void) { return (boardfilename[0] != 0 && ud.m_level_number == 7 && ud.m_volume_number == 0); } int32_t G_EnterLevel(int32_t g) { int32_t i, mii; char levname[BMAX_PATH]; // flushpackets(); // waitforeverybody(); 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 = ud.m_coop; ud.marker = ud.m_marker; ud.ffire = ud.m_ffire; ud.noexits = ud.m_noexits; if ((g&MODE_DEMO) != MODE_DEMO) ud.recstat = ud.m_recstat; if ((g&MODE_DEMO) == 0 && ud.recstat == 2) ud.recstat = 0; if (g_networkMode != NET_DEDICATED_SERVER) { FX_StopAllSounds(); S_ClearSoundLocks(); FX_SetReverb(0); setgamemode(ud.config.ScreenMode,ud.config.ScreenWidth,ud.config.ScreenHeight,ud.config.ScreenBPP); } if (G_HaveUserMap()) { int32_t volume, level; Bcorrectfilename(boardfilename,0); volume = level = G_FindLevelByFile(boardfilename); if (level != MAXLEVELS*MAXVOLUMES) { level &= MAXLEVELS-1; volume = (volume - level) / MAXLEVELS; ud.level_number = ud.m_level_number = level; ud.volume_number = ud.m_volume_number = volume; boardfilename[0] = 0; } } mii = (ud.volume_number*MAXLEVELS)+ud.level_number; if (MapInfo[mii].name == NULL || MapInfo[mii].filename == NULL) { if (G_HaveUserMap()) { if (MapInfo[mii].filename == NULL) MapInfo[mii].filename = (char *)Xcalloc(BMAX_PATH, sizeof(uint8_t)); if (MapInfo[mii].name == NULL) MapInfo[mii].name = Xstrdup("User Map"); } else { OSD_Printf(OSDTEXT_RED "Map E%dL%d not defined!\n", ud.volume_number+1, ud.level_number+1); return 1; } } i = ud.screen_size; ud.screen_size = 0; G_DoLoadScreen("Loading map . . .", -1); G_UpdateScreenArea(); ud.screen_size = i; if (G_HaveUserMap()) { Bstrcpy(levname, boardfilename); if (g_gameNamePtr) Bsprintf(apptitle,"%s - %s - " APPNAME,levname,g_gameNamePtr); else Bsprintf(apptitle,"%s - " APPNAME,levname); } else { if (g_gameNamePtr) Bsprintf(apptitle,"%s - %s - " APPNAME,MapInfo[mii].name,g_gameNamePtr); else Bsprintf(apptitle,"%s - " APPNAME,MapInfo[mii].name); } Bstrcpy(tempbuf,apptitle); wm_setapptitle(tempbuf); /***** Load the map *****/ { DukePlayer_t *ps = g_player[0].ps; if (!VOLUMEONE && G_HaveUserMap()) { if (loadboard(boardfilename, 0, &ps->pos, &ps->ang, &ps->cursectnum) < 0) { OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n",boardfilename); return 1; } G_LoadMapHack(levname, boardfilename); G_SetupFilenameBasedMusic(levname, boardfilename, ud.m_level_number); } else if (loadboard(MapInfo[mii].filename, VOLUMEONE, &ps->pos, &ps->ang, &ps->cursectnum) < 0) { OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n", MapInfo[mii].filename); return 1; } else { G_LoadMapHack(levname, MapInfo[mii].filename); } } g_precacheCount = 0; Bmemset(gotpic, 0, sizeof(gotpic)); Bmemset(precachehightile, 0, sizeof(precachehightile)); //clearbufbyte(Actor,sizeof(Actor),0l); // JBF 20040531: yes? no? prelevel(g); G_AlignWarpElevators(); resetpspritevars(g); G_FadeLoad(0,0,0, 63,0, -7, 4); G_CacheMapData(); G_FadeLoad(0,0,0, 0,63, 7, 4); if (ud.recstat != 2) { g_musicIndex = mii; if (MapInfo[g_musicIndex].musicfn != NULL) S_PlayMusic(MapInfo[g_musicIndex].musicfn, g_musicIndex); } if (g & (MODE_GAME|MODE_EOL)) { for (TRAVERSE_CONNECT(i)) g_player[i].ps->gm = MODE_GAME; } else if (g & MODE_RESTART) { if (ud.recstat == 2) g_player[myconnectindex].ps->gm = MODE_DEMO; else g_player[myconnectindex].ps->gm = MODE_GAME; } if ((ud.recstat == 1) && (g&MODE_RESTART) != MODE_RESTART) G_OpenDemoWrite(); #ifndef __ANDROID__ if (VOLUMEONE && ud.level_number == 0 && ud.recstat != 2) P_DoQuote(QUOTE_F1HELP,g_player[myconnectindex].ps); #endif for (TRAVERSE_CONNECT(i)) switch (DYNAMICTILEMAP(sector[sprite[g_player[i].ps->i].sectnum].floorpicnum)) { case HURTRAIL__STATIC: case FLOORSLIME__STATIC: case FLOORPLASMA__STATIC: P_ResetWeapons(i); P_ResetInventory(i); g_player[i].ps->gotweapon &= ~(1<ammo_amount[PISTOL_WEAPON] = 0; g_player[i].ps->curr_weapon = KNEE_WEAPON; g_player[i].ps->kickback_pic = 0; break; } //PREMAP.C - replace near the my's at the end of the file 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); flushperms(); everyothertime = 0; g_globalRandom = 0; ud.last_level = ud.level_number+1; G_ClearFIFO(); for (i=g_numInterpolations-1; i>=0; i--) bakipos[i] = *curipos[i]; g_restorePalette = -1; G_FadePalette(0,0,0,0); G_UpdateScreenArea(); clearview(0L); G_DrawBackground(); G_DrawRooms(myconnectindex,65536); 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); VM_OnEvent(EVENT_ENTERLEVEL, -1, -1, -1, 0); OSD_Printf(OSDTEXT_YELLOW "E%dL%d: %s\n", ud.volume_number+1, ud.level_number+1, MapInfo[mii].name); Net_WaitForServer(); return 0; } void G_FreeMapState(int32_t mapnum) { map_t *mapinfo = &MapInfo[mapnum]; #if !defined LUNATIC int32_t j; #endif if (mapinfo->savedstate == NULL) return; #if !defined LUNATIC for (j=0; jsavedstate->vars[j]) Bfree(mapinfo->savedstate->vars[j]); } } #else Bfree(mapinfo->savedstate->savecode); #endif Bfree(mapinfo->savedstate); mapinfo->savedstate = NULL; }