raze-gles/polymer/eduke32/source/premap.c

2054 lines
58 KiB
C

//-------------------------------------------------------------------------
/*
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<LEGJIB1+3; j++) tloadtile(j,1);
maxc = 0;
break;
case WOODENHORSE__STATIC:
maxc = 5;
for (j = HORSEONSIDE; j < (HORSEONSIDE+4); j++) tloadtile(j,1);
break;
case NEWBEAST__STATIC:
case NEWBEASTSTAYPUT__STATIC:
maxc = 90;
break;
case BOSS1__STATIC:
case BOSS2__STATIC:
case BOSS3__STATIC:
maxc = 30;
break;
case OCTABRAIN__STATIC:
case OCTABRAINSTAYPUT__STATIC:
case COMMANDER__STATIC:
case COMMANDERSTAYPUT__STATIC:
maxc = 38;
break;
case RECON__STATIC:
maxc = 13;
break;
case PIGCOP__STATIC:
case PIGCOPDIVE__STATIC:
maxc = 61;
break;
case SHARK__STATIC:
maxc = 30;
break;
case LIZMAN__STATIC:
case LIZMANSPITTING__STATIC:
case LIZMANFEEDING__STATIC:
case LIZMANJUMP__STATIC:
for (j=LIZMANHEAD1; j<LIZMANLEG1+3; j++) tloadtile(j,1);
maxc = 80;
break;
case APLAYER__STATIC:
maxc = 0;
if ((g_netServer || ud.multimode > 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<MAXTILES; i++)
{
if (g_tile[i].flags & SFLAG_PROJECTILE)
tloadtile(i,1);
if (A_CheckSpriteTileFlags(i, SFLAG_CACHE))
for (j = i; j <= g_tile[i].cacherange; j++)
tloadtile(j,1);
}
tloadtile(BOTTOMSTATUSBAR,1);
if ((g_netServer || ud.multimode > 1))
tloadtile(FRAGBAR,1);
tloadtile(VIEWSCREEN,1);
for (i=STARTALPHANUM; i<ENDALPHANUM+1; i++) tloadtile(i,1);
for (i=BIGALPHANUM-11; i<BIGALPHANUM+82; i++) tloadtile(i,1);
for (i=MINIFONT; i<MINIFONT+93; i++) tloadtile(i,1);
for (i=FOOTPRINTS; i<FOOTPRINTS+3; i++) tloadtile(i,1);
for (i = BURNING; i < BURNING+14; i++) tloadtile(i,1);
for (i = BURNING2; i < BURNING2+14; i++) tloadtile(i,1);
for (i = CRACKKNUCKLES; i < CRACKKNUCKLES+4; i++) tloadtile(i,1);
for (i = FIRSTGUN; i < FIRSTGUN+3 ; i++) tloadtile(i,1);
for (i = FIRSTGUNRELOAD; i < FIRSTGUNRELOAD+8 ; i++) tloadtile(i,1);
for (i = EXPLOSION2; i < EXPLOSION2+21 ; i++) tloadtile(i,1);
for (i = COOLEXPLOSION1; i < COOLEXPLOSION1+21 ; i++) tloadtile(i,1);
tloadtile(BULLETHOLE,1);
tloadtile(BLOODPOOL,1);
for (i = TRANSPORTERBEAM; i < (TRANSPORTERBEAM+6); i++) tloadtile(i,1);
for (i = SMALLSMOKE; i < (SMALLSMOKE+4); i++) tloadtile(i,1);
for (i = SHOTSPARK1; i < (SHOTSPARK1+4); i++) tloadtile(i,1);
for (i = BLOOD; i < (BLOOD+4); i++) tloadtile(i,1);
for (i = JIBS1; i < (JIBS5+5); i++) tloadtile(i,1);
for (i = JIBS6; i < (JIBS6+8); i++) tloadtile(i,1);
for (i = SCRAP1; i < (SCRAP1+29); i++) tloadtile(i,1);
tloadtile(FIRELASER,1);
for (i=TRANSPORTERSTAR; i<TRANSPORTERSTAR+6; i++) tloadtile(i,1);
for (i=FORCERIPPLE; i<(FORCERIPPLE+9); i++) tloadtile(i,1);
for (i=MENUSCREEN; i<DUKECAR; i++) tloadtile(i,1);
for (i=RPG; i<RPG+7; i++) tloadtile(i,1);
for (i=FREEZEBLAST; i<FREEZEBLAST+3; i++) tloadtile(i,1);
for (i=SHRINKSPARK; i<SHRINKSPARK+4; i++) tloadtile(i,1);
for (i=GROWSPARK; i<GROWSPARK+4; i++) tloadtile(i,1);
for (i=SHRINKEREXPLOSION; i<SHRINKEREXPLOSION+4; i++) tloadtile(i,1);
for (i=MORTER; i<MORTER+4; i++) tloadtile(i,1);
for (i=0; i<=60; i++) tloadtile(i,1);
}
// FIXME: this function is a piece of shit, needs specific sounds listed
static int32_t G_CacheSound(uint32_t num)
{
int16_t fp = -1;
int32_t l;
if (num >= MAXSOUNDS || !ud.config.SoundToggle) return 0;
if (EDUKE32_PREDICT_FALSE(!g_sounds[num].filename)) return 0;
#if defined HAVE_FLAC || defined HAVE_VORBIS
fp = S_UpgradeFormat(g_sounds[num].filename, g_loadFromGroupOnly);
if (fp == -1)
#endif
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 = 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 (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);
}
#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 (MapInfo[MUS_LOADING].musicfn)
{
S_StopMusic();
S_PlayMusic(MapInfo[MUS_LOADING].musicfn);
}
#if defined EDUKE32_TOUCH_DEVICES && defined USE_OPENGL
polymost_glreset();
#endif
starttime = getticks();
G_PrecacheSounds();
G_PrecacheSprites();
for (i=0; i<numwalls; i++)
{
tloadtile(wall[i].picnum, 0);
if (wall[i].overpicnum >= 0)
{
tloadtile(wall[i].overpicnum, 0);
}
}
for (i=0; i<numsectors; i++)
{
tloadtile(sector[i].floorpicnum, 0);
tloadtile(sector[i].ceilingpicnum, 0);
if (sector[i].ceilingpicnum == LA) // JBF 20040509: if( waloff[sector[i].ceilingpicnum] == LA) WTF?!?!?!?
{
tloadtile(LA+1, 0);
tloadtile(LA+2, 0);
}
for (SPRITES_OF_SECT(i, j))
if (sprite[j].xrepeat != 0 && sprite[j].yrepeat != 0 && (sprite[j].cstat&32768) == 0)
G_CacheSpriteNum(j);
}
tc = totalclock;
j = 0;
int lpc = -1;
for (i=0; i<MAXTILES; i++)
{
if (!(i&7) && !gotpic[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<MAXPALOOKUPS-RESERVEDPALS && !KB_KeyPressed(sc_Space); k++)
{
// this is the CROSSHAIR_PAL, see comment in game.c
if (k == MAXPALOOKUPS-RESERVEDPALS-1)
break;
#ifdef POLYMER
if (getrendermode() != REND_POLYMER || !polymer_havehighpalookup(0, k))
#endif
polymost_precache(i,k,type);
}
#ifndef EDUKE32_GLES
if (r_detailmapping && !KB_KeyPressed(sc_Space))
polymost_precache(i,DETAILPAL,type);
if (r_glowmapping && !KB_KeyPressed(sc_Space))
polymost_precache(i,GLOWPAL,type);
#endif
#ifdef POLYMER
if (getrendermode() == REND_POLYMER)
{
if (pr_specularmapping && !KB_KeyPressed(sc_Space))
polymost_precache(i,SPECULARPAL,type);
if (pr_normalmapping && !KB_KeyPressed(sc_Space))
polymost_precache(i,NORMALPAL,type);
}
#endif
}
}
#endif
j++;
pc++;
}
else continue;
MUSIC_Update();
if ((j&7) == 0)
G_HandleAsync();
if (bpp > 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(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; j<ud.multimode; j++)
{
if (j != snum && g_player[j].ps->team == p->team && sprite[g_player[j].ps->i].extra > 0)
{
for (k=0; k<g_numPlayerSprites; k++)
{
dist = FindDistance2D(g_player[j].ps->pos.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);
}
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);
}
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<<PISTOL_WEAPON) | (1<<KNEE_WEAPON) | (1<<HANDREMOTE_WEAPON));
p->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);
}
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);
}
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; i<g_spriteDeleteQueueSize; i++) SpriteDeletionQueue[i] = -1;
p->hbomb_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 && pivot<MAXSPRITES)
{
// let's hope we don't step on anyone's toes here
actor[j].t_data[7] = ROTFIXSPR_MAGIC | pivot; // 'rs' magic + pivot SE sprite index
actor[j].t_data[8] = spr->x - 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();
VM_OnEvent(EVENT_PRELEVEL, -1, -1);
for (i=0; i<numsectors; i++)
{
sector[i].extra = 256;
switch (sector[i].lotag)
{
case ST_20_CEILING_DOOR:
case ST_22_SPLITTING_DOOR:
if (sector[i].floorz > 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);
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; j<SCREENBREAK9; j++)
tloadtile(j, 0);
animwall[g_numAnimWalls].wallnum = i;
animwall[g_numAnimWalls].tag = -1;
g_numAnimWalls++;
break;
case FEMPIC1__STATIC:
case FEMPIC2__STATIC:
case FEMPIC3__STATIC:
wal->extra = 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<g_mirrorCount; i++)
{
startwall = sector[g_mirrorSector[i]].wallptr;
endwall = startwall + sector[g_mirrorSector[i]].wallnum;
for (j=startwall; j<endwall; j++)
{
wall[j].picnum = MIRROR;
wall[j].overpicnum = MIRROR;
if (wall[g_mirrorWall[i]].pal == 4)
wall[j].pal = 4;
}
}
}
void G_NewGame(int32_t vn, int32_t ln, int32_t sk)
{
DukePlayer_t *p = g_player[0].ps;
int32_t i;
G_HandleAsync();
if (g_skillSoundVoice >= 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);
flushperms();
setview(0,0,xdim-1,ydim-1);
clearview(0L);
nextpage();
i = G_PlayAnim("vol41a.anm");
clearview(0L);
nextpage();
if (i)
goto end_vol4a;
i = G_PlayAnim("vol42a.anm");
clearview(0L);
nextpage();
if (i)
goto end_vol4a;
G_PlayAnim("vol43a.anm");
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 EDUKE32_TOUCH_DEVICES
p->zoom = 360;
#else
p->zoom = 768;
#endif
p->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 (i=0; i<(MAXVOLUMES*MAXLEVELS); i++)
if (MapInfo[i].savedstate)
{
Baligned_free(MapInfo[i].savedstate);
MapInfo[i].savedstate = NULL;
}
if (ud.m_coop != 1)
{
for (i=0; i<MAX_WEAPONS; i++)
{
if (PWEAPON(0, i, WorksLike)==PISTOL_WEAPON)
{
p->curr_weapon = i;
p->gotweapon |= (1<<i);
p->ammo_amount[i] = min(p->max_ammo_amount[i], 48);
}
else if (PWEAPON(0, i, WorksLike)==KNEE_WEAPON)
p->gotweapon |= (1<<i);
else if (PWEAPON(0, i, WorksLike)==HANDREMOTE_WEAPON)
p->gotweapon |= (1<<i);
}
p->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 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; j<MAX_WEAPONS; j++)
tsbar[i].ammo_amount[j] = g_player[i].ps->ammo_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; j<MAX_WEAPONS; j++)
g_player[i].ps->ammo_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 (; k<ud.multimode; k++)
{
if (g_whichPalForPlayer == g_player[k].ps->palookup)
{
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; i<ud.multimode; i++)
{
playerdata_t *p = &g_player[i];
p->ps->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;
}
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;
}
G_FadePalette(r,g,b,start|128);
flushperms();
G_DoLoadScreen(" ", tc);
}
}
static int32_t G_TryMapHack(const char *mhkfile)
{
int32_t retval = loadmaphack(mhkfile);
if (!retval)
initprintf("Loaded map hack file \"%s\"\n", mhkfile);
return retval;
}
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 *mapinfo = (usermaphack_t*)bsearch(
&g_loadedMapHack, usermaphacks, num_usermaphacks, sizeof(usermaphack_t),
compare_usermaphacks);
if (mapinfo)
G_TryMapHack(mapinfo->mhkfile);
}
}
// 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);
realloc_copy(&MapInfo[level_number].musicfn, levnamebuf);
return;
}
}
realloc_copy(&MapInfo[level_number].musicfn, "dethtoll.mid");
}
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);
ud.playerbest = CONFIG_GetMapBestTime(MapInfo[mii].filename);
G_FadeLoad(0,0,0, 63,0, -7, 4, -1);
G_CacheMapData();
G_FadeLoad(0,0,0, 0,63, 7, 4, -2);
if (ud.recstat != 2)
{
g_musicIndex = mii;
if (MapInfo[g_musicIndex].musicfn != NULL)
S_PlayMusic(MapInfo[g_musicIndex].musicfn);
}
if (g & (MODE_GAME|MODE_EOL))
{
for (TRAVERSE_CONNECT(i))
{
g_player[i].ps->gm = MODE_GAME;
M_CloseMenu(i);
}
}
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 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_restorePalette = -1;
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);
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; j<g_gameVarCount; j++)
{
if (aGameVars[j].dwFlags & GAMEVAR_NORESET) continue;
if (aGameVars[j].dwFlags & (GAMEVAR_PERPLAYER|GAMEVAR_PERACTOR))
{
if (mapinfo->savedstate->vars[j])
Baligned_free(mapinfo->savedstate->vars[j]);
}
}
#else
Bfree(mapinfo->savedstate->savecode);
#endif
Baligned_free(mapinfo->savedstate);
mapinfo->savedstate = NULL;
}