//------------------------------------------------------------------------- /* 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 "duke3d.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(i); j <= g_tile[PN(i)].cacherange; j++) tloadtile(j,1); switch (DYNAMICTILEMAP(PN(i))) { 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(i); j < (PN(i)+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) return 0; if (EDUKE32_PREDICT_FALSE(!g_sounds[num].filename)) return 0; int32_t fp = S_OpenAudio(g_sounds[num].filename, g_loadFromGroupOnly, 0); if (EDUKE32_PREDICT_FALSE(fp == -1)) { // OSD_Printf(OSDTEXT_RED "Sound %s(#%d) not found!\n",g_sounds[num].filename,num); return 0; } int32_t 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 = 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_OnEventWithReturn(EVENT_GETLOADTILE, -1, myconnectindex, 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+BGSTRETCH); } 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 (aMapInfo[(ud.volume_number*MAXLEVELS) + ud.level_number].name != NULL) menutext(160,90+16+8,0,0,aMapInfo[(ud.volume_number*MAXLEVELS) + ud.level_number].name); } #ifndef EDUKE32_TOUCH_DEVICES if (statustext) gametext(160,180,statustext,0,2+8+16); #endif 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_OnEventWithReturn(EVENT_DISPLAYLOADINGSCREEN, g_player[screenpeek].ps->i, screenpeek, percent); 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_OnEventWithReturn(EVENT_GETLOADTILE, -1, myconnectindex, 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+BGSTRETCH); } else { nextpage(); return; } menutext(160,105,0,0,"Loading..."); if (statustext) gametext(160,180,statustext,0,2+8+16); VM_OnEventWithReturn(EVENT_DISPLAYLOADINGSCREEN, g_player[screenpeek].ps->i, screenpeek, percent); 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; #ifndef EDUKE32_TOUCH_DEVICES S_PauseMusic(1); #endif if (aMapInfo[MUS_LOADING].musicfn) { S_StopMusic(); S_PlayMusic(aMapInfo[MUS_LOADING].musicfn); } #if defined EDUKE32_TOUCH_DEVICES && defined USE_OPENGL polymost_glreset(); #endif 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);*/ int percentage = min(100, tabledivide32_noinline(100 * pc, g_precacheCount)); while (percentage > lpc) { Bsprintf(tempbuf, "Loaded %d%% (%d/%d textures)\n", lpc, pc, g_precacheCount); G_DoLoadScreen(tempbuf, lpc); sampletimer(); if (totalclock - tc >= 1) { tc = totalclock; lpc++; } // OSD_Printf("percentage %d lpc %d\n", percentage, lpc); } 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(int playerNum) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; int32_t i = playerNum; uint32_t dist; uint32_t pdist = -1; if ((g_netServer || ud.multimode > 1) && !(GametypeFlags[ud.coop] & GAMETYPE_FIXEDRESPAWN)) { i = krand() % g_numPlayerSprites; if (GametypeFlags[ud.coop] & GAMETYPE_TDMSPAWN) { for (int j=0; jteam == pPlayer->team && sprite[g_player[j].ps->i].extra > 0) { for (int 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; } } } } pPlayer->pos = g_playerSpawnPoints[i].pos; pPlayer->opos = pPlayer->pos; pPlayer->bobpos = *(vec2_t *)&pPlayer->pos; pPlayer->ang = g_playerSpawnPoints[i].ang; pPlayer->cursectnum = g_playerSpawnPoints[i].sect; sprite[pPlayer->i].cstat = 1 + 256; } static inline void P_ResetTintFade(DukePlayer_t *const pPlayer) { pPlayer->pals.f = 0; #ifdef LUNATIC pPlayer->palsfadeprio = 0; #endif } void P_ResetPlayer(int playerNum) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; spritetype *const pSprite = &sprite[pPlayer->i]; vec3_t tmpvect = pPlayer->pos; tmpvect.z += PHEIGHT; P_RandomSpawnPoint(playerNum); pPlayer->opos = pPlayer->pos; pPlayer->bobpos = *(vec2_t *)&pPlayer->pos; actor[pPlayer->i].bpos = pPlayer->pos; *(vec3_t *)pSprite = pPlayer->pos; updatesector(pPlayer->pos.x, pPlayer->pos.y, &pPlayer->cursectnum); setsprite(pPlayer->i, &tmpvect); pSprite->cstat = 257; pSprite->shade = -12; pSprite->clipdist = 64; pSprite->xrepeat = 42; pSprite->yrepeat = 36; pSprite->owner = pPlayer->i; pSprite->xoffset = 0; pSprite->pal = pPlayer->palookup; pPlayer->last_extra = pSprite->extra = pPlayer->max_player_health; pPlayer->wantweaponfire = -1; pPlayer->horiz = 100; pPlayer->on_crane = -1; pPlayer->frag_ps = playerNum; pPlayer->horizoff = 0; pPlayer->opyoff = 0; pPlayer->wackedbyactor = -1; pPlayer->inv_amount[GET_SHIELD] = g_startArmorAmount; pPlayer->dead_flag = 0; pPlayer->footprintcount = 0; pPlayer->weapreccnt = 0; pPlayer->fta = 0; pPlayer->ftq = 0; pPlayer->vel.x = pPlayer->vel.y = 0; pPlayer->rotscrnang = 0; pPlayer->runspeed = g_playerFriction; pPlayer->falling_counter = 0; P_ResetTintFade(pPlayer); actor[pPlayer->i].extra = -1; actor[pPlayer->i].owner = pPlayer->i; actor[pPlayer->i].cgg = 0; actor[pPlayer->i].movflag = 0; actor[pPlayer->i].tempang = 0; actor[pPlayer->i].actorstayput = -1; actor[pPlayer->i].dispicnum = 0; actor[pPlayer->i].owner = pPlayer->i; actor[pPlayer->i].t_data[4] = 0; P_ResetInventory(playerNum); P_ResetWeapons(playerNum); pPlayer->reloading = 0; pPlayer->movement_lock = 0; VM_OnEvent(EVENT_RESETPLAYER, pPlayer->i, playerNum); } void P_ResetStatus(int playerNum) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; ud.show_help = 0; ud.showallmap = 0; pPlayer->dead_flag = 0; pPlayer->wackedbyactor = -1; pPlayer->falling_counter = 0; pPlayer->quick_kick = 0; pPlayer->subweapon = 0; pPlayer->last_full_weapon = 0; pPlayer->ftq = 0; pPlayer->fta = 0; pPlayer->tipincs = 0; pPlayer->buttonpalette = 0; pPlayer->actorsqu = -1; pPlayer->invdisptime = 0; pPlayer->refresh_inventory = 0; pPlayer->last_pissed_time = 0; pPlayer->holster_weapon = 0; pPlayer->pycount = 0; pPlayer->pyoff = 0; pPlayer->opyoff = 0; pPlayer->loogcnt = 0; pPlayer->angvel = 0; pPlayer->weapon_sway = 0; pPlayer->extra_extra8 = 0; pPlayer->show_empty_weapon = 0; pPlayer->dummyplayersprite = -1; pPlayer->crack_time = 0; pPlayer->hbomb_hold_delay = 0; pPlayer->transporter_hold = 0; pPlayer->wantweaponfire = -1; pPlayer->hurt_delay = 0; pPlayer->footprintcount = 0; pPlayer->footprintpal = 0; pPlayer->footprintshade = 0; pPlayer->jumping_toggle = 0; pPlayer->ohoriz = 140; pPlayer->horiz = 140; pPlayer->horizoff = 0; pPlayer->bobcounter = 0; pPlayer->on_ground = 0; pPlayer->player_par = 0; pPlayer->return_to_center = 9; pPlayer->airleft = 15 * GAMETICSPERSEC; pPlayer->rapid_fire_hold = 0; pPlayer->toggle_key_flag = 0; pPlayer->access_spritenum = -1; pPlayer->got_access = ((g_netServer || ud.multimode > 1) && (GametypeFlags[ud.coop] & GAMETYPE_ACCESSATSTART)) ? 7 : 0; pPlayer->random_club_frame = 0; pus = 1; pPlayer->on_warping_sector = 0; pPlayer->spritebridge = 0; pPlayer->sbs = 0; pPlayer->palette = BASEPAL; if (pPlayer->inv_amount[GET_STEROIDS] < 400) { pPlayer->inv_amount[GET_STEROIDS] = 0; pPlayer->inven_icon = ICON_NONE; } pPlayer->heat_on = 0; pPlayer->jetpack_on = 0; pPlayer->holoduke_on = -1; pPlayer->look_ang = 512 - ((ud.level_number & 1) << 10); pPlayer->rotscrnang = 0; pPlayer->orotscrnang = 1; // JBF 20031220 pPlayer->newowner = -1; pPlayer->jumping_counter = 0; pPlayer->hard_landing = 0; pPlayer->vel.x = 0; pPlayer->vel.y = 0; pPlayer->vel.z = 0; pPlayer->fric.x = 0; pPlayer->fric.y = 0; pPlayer->somethingonplayer = -1; pPlayer->one_eighty_count = 0; pPlayer->cheat_phase = 0; pPlayer->on_crane = -1; pPlayer->kickback_pic = ((PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == PISTOL_WEAPON) && (PWEAPON(playerNum, pPlayer->curr_weapon, Reload) > PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime))) ? PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime) : 0; pPlayer->weapon_pos = WEAPON_POS_START; pPlayer->walking_snd_toggle = 0; pPlayer->weapon_ang = 0; pPlayer->knuckle_incs = 1; pPlayer->fist_incs = 0; pPlayer->knee_incs = 0; pPlayer->jetpack_on = 0; pPlayer->reloading = 0; pPlayer->movement_lock = 0; pPlayer->frag_ps = playerNum; P_UpdateScreenPal(pPlayer); VM_OnEvent(EVENT_RESETPLAYER, pPlayer->i, playerNum); } void P_ResetWeapons(int playerNum) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; for (int weaponNum = PISTOL_WEAPON; weaponNum < MAX_WEAPONS; weaponNum++) pPlayer->ammo_amount[weaponNum] = 0; pPlayer->weapon_pos = WEAPON_POS_START; pPlayer->curr_weapon = PISTOL_WEAPON; pPlayer->kickback_pic = PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime); pPlayer->gotweapon = ((1 << PISTOL_WEAPON) | (1 << KNEE_WEAPON) | (1 << HANDREMOTE_WEAPON)); pPlayer->ammo_amount[PISTOL_WEAPON] = min(pPlayer->max_ammo_amount[PISTOL_WEAPON], 48); pPlayer->last_weapon = -1; pPlayer->show_empty_weapon = 0; pPlayer->last_pissed_time = 0; pPlayer->holster_weapon = 0; VM_OnEvent(EVENT_RESETWEAPONS, pPlayer->i, playerNum); } void P_ResetInventory(int playerNum) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; Bmemset(pPlayer->inv_amount, 0, sizeof(pPlayer->inv_amount)); pPlayer->scuba_on = 0; pPlayer->heat_on = 0; pPlayer->jetpack_on = 0; pPlayer->holoduke_on = -1; pPlayer->inven_icon = ICON_NONE; pPlayer->inv_amount[GET_SHIELD] = g_startArmorAmount; VM_OnEvent(EVENT_RESETINVENTORY, pPlayer->i, playerNum); } static void resetprestat(int playerNum, int gameMode) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; g_spriteDeleteQueuePos = 0; for (int i = 0; i < g_deleteQueueSize; i++) SpriteDeletionQueue[i] = -1; pPlayer->hbomb_on = 0; pPlayer->cheat_phase = 0; pPlayer->toggle_key_flag = 0; pPlayer->secret_rooms = 0; pPlayer->max_secret_rooms = 0; pPlayer->actors_killed = 0; pPlayer->max_actors_killed = 0; pPlayer->lastrandomspot = 0; pPlayer->weapon_pos = WEAPON_POS_START; P_ResetTintFade(pPlayer); pPlayer->kickback_pic = ((PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == PISTOL_WEAPON) && (PWEAPON(playerNum, pPlayer->curr_weapon, Reload) > PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime))) ? PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime) : 0; pPlayer->last_weapon = -1; pPlayer->weapreccnt = 0; pPlayer->interface_toggle_flag = 0; pPlayer->show_empty_weapon = 0; pPlayer->holster_weapon = 0; pPlayer->last_pissed_time = 0; pPlayer->one_parallax_sectnum = -1; pPlayer->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; if (((gameMode & MODE_EOL) != MODE_EOL && numplayers < 2 && !g_netServer) || (!(GametypeFlags[ud.coop] & GAMETYPE_PRESERVEINVENTORYDEATH) && numplayers > 1)) { P_ResetWeapons(playerNum); P_ResetInventory(playerNum); } else if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON) { pPlayer->ammo_amount[HANDBOMB_WEAPON]++; pPlayer->curr_weapon = HANDBOMB_WEAPON; } pPlayer->timebeforeexit = 0; pPlayer->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) { int spriteNum, nextSpriteNum; for (SPRITES_OF_STAT_SAFE(STAT_EFFECTOR, spriteNum, nextSpriteNum)) { if (FIXSPR_SELOTAGP(sprite[spriteNum].lotag)) { #ifdef YAX_ENABLE int firstrun = 1; #endif int sectSprite = headspritesect[sprite[spriteNum].sectnum]; do { const spritetype *const pSprite = &sprite[sectSprite]; // TRIPBOMB uses t_data[7] for its own purposes. Wouldn't be // too useful with moving sectors anyway if ((ROTFIXSPR_STATNUMP(pSprite->statnum) && pSprite->picnum != TRIPBOMB) || ((pSprite->statnum == STAT_ACTOR || pSprite->statnum == STAT_ZOMBIEACTOR) && A_CheckSpriteFlags(sectSprite, SFLAG_ROTFIXED))) { int pivotSprite = spriteNum; if (sprite[spriteNum].lotag == 0) pivotSprite = sprite[spriteNum].owner; if (sectSprite != spriteNum && sectSprite != pivotSprite && pivotSprite >= 0 && pivotSprite < MAXSPRITES) { // let's hope we don't step on anyone's toes here actor[sectSprite].t_data[7] = ROTFIXSPR_MAGIC | pivotSprite; // 'rs' magic + pivot SE sprite index actor[sectSprite].t_data[8] = pSprite->x - sprite[pivotSprite].x; actor[sectSprite].t_data[9] = pSprite->y - sprite[pivotSprite].y; } } sectSprite = nextspritesect[sectSprite]; #ifdef YAX_ENABLE if ((sectSprite < 0 && firstrun) && (sprite[spriteNum].lotag == SE_6_SUBWAY || sprite[spriteNum].lotag == SE_14_SUBWAY_CAR)) { firstrun = 0; sectSprite = actor[spriteNum].t_data[9]; if (sectSprite >= 0) sectSprite = headspritesect[sectSprite]; } #endif } while (sectSprite>=0); } } } static inline int G_CheckExitSprite(int spriteNum) { return (sprite[spriteNum].lotag == UINT16_MAX && (sprite[spriteNum].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(); VM_OnEvent(EVENT_PRELEVEL, -1, -1); int missedCloudSectors = 0; 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) { if (g_numClouds < ARRAY_SSIZE(clouds)) clouds[g_numClouds++] = i; else missedCloudSectors++; } 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; } } 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 (SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nexti)) { A_ResetVars(i); #if !defined LUNATIC A_LoadActor(i); #endif VM_OnEvent(EVENT_LOADACTOR, i, -1); if (G_CheckExitSprite(i)) { g_player[0].ps->exitx = SX(i); g_player[0].ps->exity = SY(i); } else switch (DYNAMICTILEMAP(PN(i))) { case GPSPEED__STATIC: // DELETE_AFTER_LOADACTOR. Must not change statnum. sector[SECT(i)].extra = SLT(i); 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(i); cyclers[g_numCyclers][1] = SLT(i); cyclers[g_numCyclers][2] = SS(i); cyclers[g_numCyclers][3] = sector[SECT(i)].floorshade; cyclers[g_numCyclers][4] = SHT(i); cyclers[g_numCyclers][5] = (SA(i) == 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|16|32|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(i))) { case GPSPEED__STATIC: case CYCLER__STATIC: A_DeleteSprite(i); break; } for (i = 0; i < MAXSPRITES; i++) { if (sprite[i].statnum < MAXSTATUS && (PN(i) != SECTOREFFECTOR || SLT(i) != SE_14_SUBWAY_CAR)) A_Spawn(-1, i); } for (i = 0; i < MAXSPRITES; i++) { if (sprite[i].statnum < MAXSTATUS && PN(i) == SECTOREFFECTOR && SLT(i) == 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(i) <= 0) // oob safety for switch below continue; for (ii=0; ii<2; ii++) switch (DYNAMICTILEMAP(PN(i)-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.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 (levelNum == 0 && volumeNum == 3 && (!g_netServer && ud.multimode < 2) && ud.lockout == 0 && (G_GetLogoFlags() & LOGO_NOE4CUTSCENE)==0) { S_PlayMusic(aMapInfo[MUS_BRIEFING].musicfn); flushperms(); setview(0,0,xdim-1,ydim-1); clearview(0L); nextpage(); int animReturn = Anim_Play("vol41a.anm"); clearview(0L); nextpage(); if (animReturn) goto end_vol4a; animReturn = Anim_Play("vol42a.anm"); clearview(0L); nextpage(); if (animReturn) goto end_vol4a; Anim_Play("vol43a.anm"); clearview(0L); nextpage(); end_vol4a: FX_StopAllSounds(); } g_showShareware = GAMETICSPERSEC*34; ud.level_number = levelNum; ud.volume_number = volumeNum; ud.player_skill = skillNum; ud.secretlevel = 0; ud.from_bonus = 0; ud.last_level = -1; g_lastSaveSlot = -1; #ifdef EDUKE32_TOUCH_DEVICES pPlayer->zoom = 360; #else pPlayer->zoom = 768; #endif pPlayer->gm = 0; M_CloseMenu(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 (int i=0; i<(MAXVOLUMES*MAXLEVELS); i++) ALIGNED_FREE_AND_NULL(aMapInfo[i].savedstate); if (ud.m_coop != 1) { for (int weaponNum = 0; weaponNum < MAX_WEAPONS; weaponNum++) { if (PWEAPON(0, weaponNum, WorksLike) == PISTOL_WEAPON) { pPlayer->curr_weapon = weaponNum; pPlayer->gotweapon |= (1 << weaponNum); pPlayer->ammo_amount[weaponNum] = min(pPlayer->max_ammo_amount[weaponNum], 48); } else if (PWEAPON(0, weaponNum, WorksLike) == KNEE_WEAPON || PWEAPON(0, weaponNum, WorksLike) == HANDREMOTE_WEAPON) pPlayer->gotweapon |= (1 << weaponNum); } pPlayer->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); } static void resetpspritevars(char gameMode) { 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 ((gameMode&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) { for (int i = 0; i < ud.multimode; i++) { playerdata_t *const pPlayerData = &g_player[i]; pPlayerData->ps->frag = pPlayerData->ps->fraggedself = 0; Bmemset(pPlayerData->frags, 0, sizeof(pPlayerData->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(&localInput, sizeof(input_t), 0L); clearbufbyte(&inputfifo, sizeof(input_t) * MOVEFIFOSIZ * MAXPLAYERS, 0L); for (; i >= 0; i--) { if (g_player[i].inputBits != NULL) Bmemset(g_player[i].inputBits, 0, sizeof(input_t)); g_player[i].vote = g_player[i].gotvote = 0; } } int G_FindLevelByFile(const char *fileName) { for (int volumeNum = 0; volumeNum < MAXVOLUMES; volumeNum++) { int const volumeOffset = volumeNum * MAXLEVELS; for (int levelNum = 0; levelNum < MAXLEVELS; levelNum++) { if (aMapInfo[volumeOffset + levelNum].filename == NULL) continue; if (!Bstrcasecmp(fileName, aMapInfo[volumeOffset + levelNum].filename)) return volumeOffset + levelNum; } } return MAXLEVELS * MAXVOLUMES; } 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 (KB_KeyPressed(sc_Space)) { KB_ClearKeyDown(sc_Space); return; } setpalettefade(r,g,b,start); flushperms(); G_DoLoadScreen(" ", tc); } } static int G_TryMapHack(const char *mhkfile) { int32_t failure = loadmaphack(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)) { usermaphack_t *pMapInfo = (usermaphack_t*)bsearch( &g_loadedMapHack, usermaphacks, num_usermaphacks, sizeof(usermaphack_t), compare_usermaphacks); if (pMapInfo) G_TryMapHack(pMapInfo->mhkfile); } } // levnamebuf should have at least size BMAX_PATH void G_SetupFilenameBasedMusic(char *nameBuf, const char *fileName, int levelNum) { char *p; char const *exts[] = { #ifdef HAVE_FLAC "flac", #endif #ifdef HAVE_VORBIS "ogg", #endif "mid" }; Bstrncpy(nameBuf, fileName, BMAX_PATH); Bcorrectfilename(nameBuf, 0); if (NULL == (p = Bstrrchr(nameBuf, '.'))) { p = nameBuf + Bstrlen(nameBuf); p[0] = '.'; } for (unsigned int i = 0; i < ARRAY_SIZE(exts); i++) { int32_t kFile; Bmemcpy(p+1, exts[i], Bstrlen(exts[i]) + 1); if ((kFile = kopen4loadfrommod(nameBuf, 0)) != -1) { kclose(kFile); realloc_copy(&aMapInfo[levelNum].musicfn, nameBuf); return; } } realloc_copy(&aMapInfo[levelNum].musicfn, "dethtoll.mid"); } static inline int G_HaveUserMap(void) { return (boardfilename[0] != 0 && ud.m_level_number == 7 && ud.m_volume_number == 0); } int G_EnterLevel(int gameMode) { int32_t i, mii; char levelName[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 ((gameMode & MODE_DEMO) != MODE_DEMO) ud.recstat = ud.m_recstat; if ((gameMode & 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()) { Bcorrectfilename(boardfilename,0); int levelNum = G_FindLevelByFile(boardfilename); if (levelNum != MAXLEVELS*MAXVOLUMES) { int volumeNum = levelNum; levelNum &= MAXLEVELS-1; volumeNum = (volumeNum - levelNum) / MAXLEVELS; ud.level_number = ud.m_level_number = levelNum; ud.volume_number = ud.m_volume_number = volumeNum; boardfilename[0] = 0; } } mii = (ud.volume_number*MAXLEVELS)+ud.level_number; if (aMapInfo[mii].name == NULL || aMapInfo[mii].filename == NULL) { if (G_HaveUserMap()) { if (aMapInfo[mii].filename == NULL) aMapInfo[mii].filename = (char *)Xcalloc(BMAX_PATH, sizeof(uint8_t)); if (aMapInfo[mii].name == NULL) aMapInfo[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(levelName, boardfilename); if (g_gameNamePtr) Bsprintf(apptitle,"%s - %s - " APPNAME,levelName,g_gameNamePtr); else Bsprintf(apptitle,"%s - " APPNAME,levelName); } else { if (g_gameNamePtr) Bsprintf(apptitle,"%s - %s - " APPNAME,aMapInfo[mii].name,g_gameNamePtr); else Bsprintf(apptitle,"%s - " APPNAME,aMapInfo[mii].name); } Bstrcpy(tempbuf,apptitle); wm_setapptitle(tempbuf); /***** Load the map *****/ DukePlayer_t *const pPlayer = g_player[0].ps; if (!VOLUMEONE && G_HaveUserMap()) { if (loadboard(boardfilename, 0, &pPlayer->pos, &pPlayer->ang, &pPlayer->cursectnum) < 0) { OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n", boardfilename); return 1; } G_LoadMapHack(levelName, boardfilename); G_SetupFilenameBasedMusic(levelName, boardfilename, ud.m_level_number); } else if (loadboard(aMapInfo[mii].filename, VOLUMEONE, &pPlayer->pos, &pPlayer->ang, &pPlayer->cursectnum) < 0) { OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n", aMapInfo[mii].filename); return 1; } else { G_LoadMapHack(levelName, aMapInfo[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(gameMode); G_AlignWarpElevators(); resetpspritevars(gameMode); ud.playerbest = CONFIG_GetMapBestTime(G_HaveUserMap() ? boardfilename : aMapInfo[mii].filename, 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) { g_musicIndex = mii; if (aMapInfo[g_musicIndex].musicfn != NULL) S_PlayMusic(aMapInfo[g_musicIndex].musicfn); } if (gameMode & (MODE_GAME|MODE_EOL)) { for (TRAVERSE_CONNECT(i)) { g_player[i].ps->gm = MODE_GAME; M_CloseMenu(i); } } else if (gameMode & 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) && (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 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 << PISTOL_WEAPON); g_player[i].ps->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_player[myconnectindex].ps->over_shoulder_on = 0; clearfrags(); G_ResetTimers(0); // Here we go //Bsprintf(g_szBuf,"G_EnterLevel L=%d V=%d",ud.level_number, ud.volume_number); //AddLog(g_szBuf); // variables are set by pointer... Bmemcpy(currentboardfilename, boardfilename, BMAX_PATH); for (TRAVERSE_CONNECT(i)) { const int32_t ret = VM_OnEventWithReturn(EVENT_ENTERLEVEL, g_player[i].ps->i, i, 0); if (ret == 0) break; } OSD_Printf(OSDTEXT_YELLOW "E%dL%d: %s\n", ud.volume_number+1, ud.level_number+1, aMapInfo[mii].name); g_restorePalette = -1; G_UpdateScreenArea(); clearview(0L); G_DrawBackground(); G_DrawRooms(myconnectindex,65536); Net_WaitForServer(); return 0; } void G_FreeMapState(int levelNum) { map_t *const pMapInfo = &aMapInfo[levelNum]; if (pMapInfo->savedstate == NULL) return; #if !defined LUNATIC for (int j=0; jsavedstate->vars[j]); } #else Bfree(pMapInfo->savedstate->savecode); #endif Baligned_free(pMapInfo->savedstate); pMapInfo->savedstate = NULL; }