raze-gles/source/exhumed/src/init.cpp
nukeykt 5298e97fc5 Add GRP/DEF code from eduke32
# Conflicts:
#	platform/Windows/exhumed.vcxproj
#	platform/Windows/exhumed.vcxproj.filters
#	source/platform/win32/startwin.game.cpp
2019-11-22 00:03:00 +01:00

1268 lines
32 KiB
C++

#include "compat.h"
#include "keyboard.h"
#include "control.h"
#include "init.h"
#include "runlist.h"
#include "switch.h"
#include "object.h"
#include "aistuff.h"
#include "player.h"
#include "mummy.h"
#include "move.h"
#include "ra.h"
#include "view.h"
#include "runlist.h"
#include "engine.h"
#include "sound.h"
#include "exhumed.h"
#include "config.h"
#include "items.h"
#include "light.h"
#include "map.h"
#include "menu.h"
#include "lighting.h"
#include "anims.h"
#include "input.h"
#include "util.h"
#include <stdio.h>
#include <string.h>
enum
{
kTagRamses = 61,
};
int ototalclock = 0;
int initx, inity, initz;
short inita, initsect;
short nCurChunkNum = 0;
short nBodyGunSprite[50];
int movefifoend;
int movefifopos;
short nCurBodyGunNum;
short SectSoundSect[kMaxSectors] = { 0 };
short SectSound[kMaxSectors] = { 0 };
short SectFlag[kMaxSectors] = { 0 };
int SectDepth[kMaxSectors] = { 0 };
int SectAbove[kMaxSectors] = { 0 };
short SectDamage[kMaxSectors] = { 0 };
short SectSpeed[kMaxSectors] = { 0 };
int SectBelow[kMaxSectors] = { 0 };
uint8_t bIsVersion6 = kTrue;
// definitions for map version 6 structures
#pragma pack(1)
// 37 bytes
struct Sector_6
{
uint16_t wallptr, wallnum;
short ceilingpicnum, floorpicnum;
short ceilingheinum, floorheinum;
int ceilingz, floorz;
int8_t ceilingshade, floorshade;
uint8_t ceilingxpanning, floorxpanning;
uint8_t ceilingypanning, floorypanning;
uint8_t ceilingstat, floorstat;
uint8_t ceilingpal, floorpal;
uint8_t visibility;
short lotag, hitag, extra;
};
struct Wall_6
{
int x, y;
short point2, nextsector, nextwall;
short picnum, overpicnum;
int8_t shade;
uint8_t pal;
short cstat;
uint8_t xrepeat, yrepeat, xpanning, ypanning;
short lotag, hitag, extra;
};
// 43 bytes
struct Sprite_6
{
int x, y, z;
short cstat;
int8_t shade;
uint8_t pal, clipdist;
uint8_t xrepeat, yrepeat;
int8_t xoffset, yoffset;
short picnum, ang, xvel, yvel, zvel, owner;
short sectnum, statnum;
short lotag, hitag, extra;
};
#pragma pack()
static Sector_6 sector_6[1024];
static Wall_6 wall_6[8192];
static Sprite_6 sprite_6[4096];
uint8_t LoadLevel(int nMap)
{
char fileName_1[80];
char fileName_2[32];
initspritelists();
// nMap = 1;
// sprintf(fileName_2, "queen");
sprintf(fileName_2, "lev%d", nMap);
// sprintf(fileName_2, "sentry");
// sprintf(fileName_2, "bjd");
// sprintf(fileName_2, "door");
// sprintf(fileName_2, "ceil");
// sprintf(fileName_2, "scarab");
// sprintf(fileName_2, "guns");
// sprintf(fileName_2, "wasp");
// sprintf(fileName_2, "items");
fileName_1[0] = '\0';
strcat(fileName_1, fileName_2);
strcat(fileName_1, ".map");
// init stuff
{
StopAllSounds();
nCreaturesLeft = 0;
nFreeze = 0;
nSpiritSprite = -1;
InitLion();
InitRexs();
InitSets();
InitQueens();
InitRoachs();
InitWasps();
InitRats();
InitBullets();
InitWeapons();
InitGrenades();
InitAnims();
InitSnakes();
InitFishes();
InitLights();
InitMap();
InitBubbles();
InitObjects();
InitLava();
InitPushBlocks();
InitAnubis();
InitSpider();
InitMummy();
InitScorp();
InitPlayer();
InitItems();
InitInput();
if (nMap == kMap20) {
InitEnergyTile();
}
}
if (nMap > 15)
{
nSwitchSound = 35;
nStoneSound = 23;
nElevSound = 51;
nStopSound = 35;
}
else
{
nSwitchSound = 33;
nStoneSound = 23;
nElevSound = 23;
nStopSound = 66;
}
if (nMap < 0) {
return kFalse;
}
#if 0
{
// going to load the map without loadboard() - to take care of version 6 to 7 map conversion
//int hFile = kopen4load(fileName_1, 1);
int hFile = kopen4load(fileName_1, 0);
// int hFile = open(fileName_1, O_BINARY | O_RDONLY);
if (hFile == -1) {
return kFalse;
}
int version;
kread(hFile, &version, sizeof(version));
if (version != 6) {
bIsVersion6 = kFalse;
}
initspritelists();
memset(show2dsector, 0, sizeof(show2dsector));
memset(show2dsprite, 0, sizeof(show2dsprite));
memset(show2dwall, 0, sizeof(show2dwall));
// replacement for build's loadboard()
kread(hFile, &initx, 4);
kread(hFile, &inity, 4);
kread(hFile, &initz, 4);
kread(hFile, &inita, 2);
kread(hFile, &initsect, 2);
// sectors
short nSectors;
kread(hFile, &nSectors, sizeof(nSectors));
if (bIsVersion6) {
kread(hFile, sector_6, sizeof(Sector_6) * nSectors);
}
else {
kread(hFile, sector, sizeof(SECTOR) * nSectors);
}
// walls
short nWalls;
kread(hFile, &nWalls, sizeof(nWalls));
if (bIsVersion6) {
kread(hFile, wall_6, sizeof(Wall_6) * nWalls);
}
else {
kread(hFile, wall, sizeof(WALL) * nWalls);
}
// sprites
short nSprites;
kread(hFile, &nSprites, sizeof(nSprites));
if (bIsVersion6) {
kread(hFile, sprite_6, sizeof(Sprite_6) * nSprites);
}
else {
kread(hFile, sprite, sizeof(SPRITE) * nSprites);
}
// set engine variables
numsectors = nSectors;
numwalls = nWalls;
// load in our version 6 structs to the engines v7 structs if required
if (bIsVersion6)
{
for (int nSector = 0; nSector < nSectors; nSector++)
{
sector[nSector].ceilingz = sector_6[nSector].ceilingz;
sector[nSector].floorz = sector_6[nSector].floorz;
sector[nSector].wallptr = sector_6[nSector].wallptr;
sector[nSector].wallnum = sector_6[nSector].wallnum;
sector[nSector].ceilingpicnum = sector_6[nSector].ceilingpicnum;
sector[nSector].ceilingheinum = Max(Min(((int)sector_6[nSector].ceilingheinum) << 5, 32767), -32768);
if ((sector_6[nSector].ceilingstat & 2) == 0) {
sector[nSector].ceilingheinum = 0;
}
sector[nSector].ceilingshade = sector_6[nSector].ceilingshade;
sector[nSector].ceilingpal = sector_6[nSector].ceilingpal;
sector[nSector].ceilingxpanning = sector_6[nSector].ceilingxpanning;
sector[nSector].ceilingypanning = sector_6[nSector].ceilingypanning;
sector[nSector].floorpicnum = sector_6[nSector].floorpicnum;
sector[nSector].floorheinum = Max(Min(((int)sector_6[nSector].floorheinum) << 5, 32767), -32768);
if ((sector_6[nSector].floorstat & 2) == 0) {
sector[nSector].floorheinum = 0;
}
sector[nSector].floorshade = sector_6[nSector].floorshade;
sector[nSector].floorpal = sector_6[nSector].floorpal;
sector[nSector].floorxpanning = sector_6[nSector].floorxpanning;
sector[nSector].floorypanning = sector_6[nSector].floorypanning;
sector[nSector].ceilingstat = sector_6[nSector].ceilingstat;
sector[nSector].floorstat = sector_6[nSector].floorstat;
sector[nSector].visibility = sector_6[nSector].visibility;
sector[nSector].filler = 0;
sector[nSector].lotag = sector_6[nSector].lotag;
sector[nSector].hitag = sector_6[nSector].hitag;
sector[nSector].extra = sector_6[nSector].extra;
}
for (int nWall = 0; nWall < nWalls; nWall++)
{
wall[nWall].x = wall_6[nWall].x;
wall[nWall].y = wall_6[nWall].y;
wall[nWall].point2 = wall_6[nWall].point2;
wall[nWall].nextwall = wall_6[nWall].nextwall;
wall[nWall].nextsector = wall_6[nWall].nextsector;
wall[nWall].cstat = wall_6[nWall].cstat;
wall[nWall].picnum = wall_6[nWall].picnum;
wall[nWall].overpicnum = wall_6[nWall].overpicnum;
wall[nWall].shade = wall_6[nWall].shade;
wall[nWall].pal = wall_6[nWall].pal;
wall[nWall].xrepeat = wall_6[nWall].xrepeat;
wall[nWall].yrepeat = wall_6[nWall].yrepeat;
wall[nWall].xpanning = wall_6[nWall].xpanning;
wall[nWall].ypanning = wall_6[nWall].ypanning;
wall[nWall].lotag = wall_6[nWall].lotag;
wall[nWall].hitag = wall_6[nWall].hitag;
wall[nWall].extra = wall_6[nWall].extra;
}
for (int nSprite = 0; nSprite < nSprites; nSprite++)
{
sprite[nSprite].x = sprite_6[nSprite].x;
sprite[nSprite].y = sprite_6[nSprite].y;
sprite[nSprite].z = sprite_6[nSprite].z;
sprite[nSprite].cstat = sprite_6[nSprite].cstat;
sprite[nSprite].picnum = sprite_6[nSprite].picnum;
sprite[nSprite].shade = sprite_6[nSprite].shade;
sprite[nSprite].pal = sprite_6[nSprite].pal;
sprite[nSprite].clipdist = sprite_6[nSprite].clipdist;
sprite[nSprite].filler = 0;
sprite[nSprite].xrepeat = sprite_6[nSprite].xrepeat;
sprite[nSprite].yrepeat = sprite_6[nSprite].yrepeat;
sprite[nSprite].xoffset = sprite_6[nSprite].xoffset;
sprite[nSprite].yoffset = sprite_6[nSprite].yoffset;
sprite[nSprite].sectnum = sprite_6[nSprite].sectnum;
sprite[nSprite].statnum = sprite_6[nSprite].statnum;
sprite[nSprite].ang = sprite_6[nSprite].ang;
sprite[nSprite].owner = sprite_6[nSprite].owner;
sprite[nSprite].xvel = sprite_6[nSprite].xvel;
sprite[nSprite].yvel = sprite_6[nSprite].yvel;
sprite[nSprite].zvel = sprite_6[nSprite].zvel;
sprite[nSprite].lotag = sprite_6[nSprite].lotag;
sprite[nSprite].hitag = sprite_6[nSprite].hitag;
sprite[nSprite].extra = sprite_6[nSprite].extra;
}
}
for (int nSprite = 0; nSprite < nSprites; nSprite++) {
insertsprite(sprite[nSprite].sectnum, sprite[nSprite].statnum);
}
updatesector(initx, inity, &initsect);
kclose(hFile);
hFile = -1;
}
// loadboard has finished
#endif
vec3_t startPos;
int status = engineLoadBoard(fileName_1, 0, &startPos, &inita, &initsect);
if (status == -2)
status = engineLoadBoardV5V6(fileName_1, 0, &startPos, &inita, &initsect);
initx = startPos.x;
inity = startPos.y;
initz = startPos.z;
#ifdef YAX_ENABLE
yax_update(1);
#endif
int i;
for (i = 0; i < kMaxPlayers; i++)
{
PlayerList[i].nSprite = -1;
}
psky_t* pSky = tileSetupSky(0);
pSky->tileofs[0] = 0;
pSky->tileofs[1] = 0;
pSky->tileofs[2] = 0;
pSky->tileofs[3] = 0;
pSky->yoffs = 256;
pSky->lognumtiles = 2;
pSky->horizfrac = 65536;
pSky->yscale = 65536;
parallaxtype = 2;
g_visibility = 2048;
flash = 0;
precache();
LoadObjects();
levelnum = nMap;
// TEMP - show full 2D map// TEMP
for (i = 0; i < (kMaxWalls >> 3); i++)
show2dwall[i] = 0xFF;
for (i = 0; i < (kMaxSprites >> 3); i++)
show2dsprite[i] = 0xFF;
for (i = 0; i < numsectors; i++) {
show2dsector[i >> 3] |= (1 << (i & 7));
}
return kTrue;
}
void ResetEngine()
{
SetOverscan(BASEPAL);
EraseScreen(-1);
resettiming();
totalclock = 0;
ototalclock = (int)totalclock;
localclock = (int)totalclock;
numframes = 0;
}
void InstallEngine()
{
// initgroupfile("stuff.dat");
char *cwd;
if (g_modDir[0] != '/' && (cwd = buildvfs_getcwd(NULL, 0)))
{
buildvfs_chdir(g_modDir);
if (artLoadFiles("tiles000.art", MAXCACHE1DSIZE) < 0)
{
buildvfs_chdir(cwd);
if (artLoadFiles("tiles000.art", MAXCACHE1DSIZE) < 0)
bail2dos("Failed loading art.");
}
buildvfs_chdir(cwd);
#ifndef __ANDROID__ //This crashes on *some* Android devices. Small onetime memory leak. TODO fix above function
Xfree(cwd);
#endif
}
else if (artLoadFiles("tiles000.art",MAXCACHE1DSIZE) < 0)
bail2dos("Failed loading art.");
// TEMP
//nScreenWidth *= 2;
//nScreenHeight *= 2;
bHiRes = kTrue;
// TEMP
if (engineInit())
{
wm_msgbox("Fatal Engine Initialization Error",
"There was a problem initializing the engine: %s\n\nThe application will now close.", engineerrstr);
//TODO:
//G_Cleanup();
ERRprintf("G_Startup: There was a problem initializing the engine: %s\n", engineerrstr);
exit(6);
}
if (videoSetGameMode(gSetup.fullscreen, gSetup.xdim, gSetup.ydim, gSetup.bpp, 0) < 0)
{
initprintf("Failure setting video mode %dx%dx%d %s! Trying next mode...\n", gSetup.xdim, gSetup.ydim,
gSetup.bpp, gSetup.fullscreen ? "fullscreen" : "windowed");
int resIdx = 0;
for (int i=0; i < validmodecnt; i++)
{
if (validmode[i].xdim == gSetup.xdim && validmode[i].ydim == gSetup.ydim)
{
resIdx = i;
break;
}
}
int const savedIdx = resIdx;
int bpp = gSetup.bpp;
while (videoSetGameMode(0, validmode[resIdx].xdim, validmode[resIdx].ydim, bpp, 0) < 0)
{
initprintf("Failure setting video mode %dx%dx%d windowed! Trying next mode...\n",
validmode[resIdx].xdim, validmode[resIdx].ydim, bpp);
if (++resIdx == validmodecnt)
{
if (bpp == 8)
bail2dos("Fatal error: unable to set any video mode!");
resIdx = savedIdx;
bpp = 8;
}
}
gSetup.xdim = validmode[resIdx].xdim;
gSetup.ydim = validmode[resIdx].ydim;
gSetup.bpp = bpp;
}
LoadPaletteLookups();
enginecompatibility_mode = ENGINECOMPATIBILITY_19950829;
}
void RemoveEngine()
{
engineUnInit();
uninitgroupfile();
}
void SetBelow(short nCurSector, short nBelowSector)
{
SectBelow[nCurSector] = nBelowSector;
}
void SetAbove(short nCurSector, short nAboveSector)
{
SectAbove[nCurSector] = nAboveSector;
}
void SnapSectors(short nSectorA, short nSectorB, short b)
{
// edx - nSectorA
// eax - nSectorB
short nWallA = sector[nSectorA].wallptr;
short nWallB = sector[nSectorB].wallptr;
short num1 = sector[nSectorA].wallnum;
short num2 = sector[nSectorB].wallnum;
int nCount = 0;
while (num1 > nCount)
{
short dx = nWallB;
int esi = 0x7FFFFFF;
int edi = esi;
int x = wall[nWallA].x;
int y = wall[nWallA].y;
int var_14 = 0;
int nCount2 = 0;
while (nCount2 < num2)
{
int eax = x - wall[dx].x;
int ebx = y - wall[dx].y;
if (eax < 0) {
eax = -eax;
}
int var_38 = eax;
if (ebx < 0) {
ebx = -ebx;
}
int var_3C = ebx;
var_38 += var_3C;
eax = esi;
if (eax < 0) {
eax = -eax;
}
var_3C = eax;
eax = edi;
// int var_34 = edi;
if (eax < 0) {
eax = -eax;
}
int var_34 = eax;
var_34 += var_3C;
if (var_38 < var_34)
{
esi = x - wall[dx].x;
edi = y - wall[dx].y;
var_14 = dx;
}
dx++;
nCount2++;
}
dragpoint(var_14, wall[var_14].x + esi, wall[var_14].y + edi, 0);
nCount++;
nWallA++;
}
if (b) {
sector[nSectorB].ceilingz = sector[nSectorA].floorz;
}
if (SectFlag[nSectorA] & 0x1000) {
SnapBobs(nSectorA, nSectorB);
}
}
void InitSectFlag()
{
for (int i = 0; i < kMaxSectors; i++)
{
SectSoundSect[i] = -1;
SectSound[i] = -1;
SectAbove[i] = -1;
SectBelow[i] = -1;
SectDepth[i] = 0;
SectFlag[i] = 0;
SectSpeed[i] = 0;
SectDamage[i] = 0;
}
}
void ProcessSpriteTag(short nSprite, short lotag, short hitag)
{
int nChannel = runlist_AllocChannel(hitag % 1000);
// int ebp = nChannel;
int nHitag2 = hitag / 1000;
int nLotag2 = lotag / 1000;
if (nLotag2 == 0) {
nLotag2 = 1;
}
if (lotag > 1000) {
int blahgh = 123;
}
// this value can change in the below code but we also need to retain the original hitag value
int nVal = hitag;
if (lotag >= 900 && lotag <= 949)
{
ProcessTrailSprite(nSprite, lotag, hitag);
return;
}
// handle tags 6 to 60
switch (lotag)
{
case 8: // M-60 ammo belt
{
nVal = 3 * (hitag / 3);
// fall through to 6,7 etc
}
case 6:
case 7:
case 9:
case 10:
case 11:
case 15:
case 17:
case 18:
case 19:
case 20:
case 21:
case 22:
case 23:
case 24:
case 26:
case 28:
case 29:
case 30:
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
case 39:
case 40:
case 41:
case 42:
case 43:
case 44:
case 45:
case 46:
case 47:
case 48:
case 49:
case 50:
case 51:
case 52:
case 53:
case 54:
case 55:
case 56:
case 57:
case 58:
case 60:
{
sprite[nSprite].hitag = nVal;
changespritestat(nSprite, lotag + 900);
sprite[nSprite].cstat &= 0xFEFE;
BuildItemAnim(nSprite);
return;
}
case 12: // berry twig
{
sprite[nSprite].hitag = 40;
changespritestat(nSprite, lotag + 900);
sprite[nSprite].cstat &= 0xFEFE;
BuildItemAnim(nSprite);
return;
}
case 13: // blood bowl
{
sprite[nSprite].hitag = 160;
changespritestat(nSprite, lotag + 900);
sprite[nSprite].cstat &= 0xFEFE;
BuildItemAnim(nSprite);
return;
}
case 14: // venom bowl
{
sprite[nSprite].hitag = -200;
changespritestat(nSprite, lotag + 900);
sprite[nSprite].cstat &= 0xFEFE;
BuildItemAnim(nSprite);
return;
}
case 16:
// reserved
mydeletesprite(nSprite);
return;
case 25:
case 59:
{
// extra life or checkpoint scarab. Delete for multiplayer
if (nNetPlayerCount != 0)
{
mydeletesprite(nSprite);
return;
}
else
{
sprite[nSprite].hitag = nVal;
changespritestat(nSprite, lotag + 900);
sprite[nSprite].cstat &= 0xFEFE;
BuildItemAnim(nSprite);
return;
}
}
case 27:
{
sprite[nSprite].hitag = 1;
changespritestat(nSprite, 9 + 900);
sprite[nSprite].cstat &= 0xFEFE;
BuildItemAnim(nSprite);
return;
}
case 38: // raw energy
{
nVal++;
nVal--; // CHECKME ??
sprite[nSprite].hitag = nVal;
changespritestat(nSprite, lotag + 900);
sprite[nSprite].cstat &= 0xFEFE;
BuildItemAnim(nSprite);
return;
}
}
int v6 = lotag % 1000;
if (!bNoCreatures || v6 < 100 || v6 > 118)
{
if (v6 > 999) {
mydeletesprite(nSprite);
return;
}
switch (v6)
{
case 999:
{
AddFlicker(sprite[nSprite].sectnum, nLotag2);
break;
}
case 998:
{
AddGlow(sprite[nSprite].sectnum, nLotag2);
break;
}
case 118: // Anubis with drum
{
if (bNoCreatures) {
mydeletesprite(nSprite);
return;
}
BuildAnubis(nSprite, 0, 0, 0, 0, 0, 1);
return;
}
case 117:
{
if (bNoCreatures) {
mydeletesprite(nSprite);
return;
}
BuildWasp(nSprite, 0, 0, 0, 0, 0);
return;
}
case 116:
{
BuildRat(nSprite, 0, 0, 0, 0, -1);
return;
}
case 115: // Rat (eating)
{
BuildRat(nSprite, 0, 0, 0, 0, 0);
return;
}
case 113:
{
BuildQueen(nSprite, 0, 0, 0, 0, 0, nChannel);
return;
}
case 112:
{
BuildScorp(nSprite, 0, 0, 0, 0, 0, nChannel);
return;
}
case 111:
{
if (bNoCreatures) {
mydeletesprite(nSprite);
return;
}
BuildSet(nSprite, 0, 0, 0, 0, 0, nChannel);
return;
}
case 108:
{
if (bNoCreatures) {
mydeletesprite(nSprite);
return;
}
BuildLava(nSprite, 0, 0, 0, 0, 0, nChannel);
return;
}
case 107:
{
if (bNoCreatures) {
mydeletesprite(nSprite);
return;
}
BuildRex(nSprite, 0, 0, 0, 0, 0, nChannel);
return;
}
case 106:
{
if (bNoCreatures) {
mydeletesprite(nSprite);
return;
}
BuildFish(nSprite, 0, 0, 0, 0, 0);
return;
}
case 105:
{
if (bNoCreatures) {
mydeletesprite(nSprite);
return;
}
BuildSpider(nSprite, 0, 0, 0, 0, 0);
return;
}
case 104:
{
if (bNoCreatures) {
mydeletesprite(nSprite);
return;
}
BuildRoach(1, nSprite, 0, 0, 0, 0, 0);
return;
}
case 103:
{
if (bNoCreatures) {
mydeletesprite(nSprite);
return;
}
BuildRoach(0, nSprite, 0, 0, 0, 0, 0);
return;
}
case 102:
{
if (bNoCreatures) {
mydeletesprite(nSprite);
return;
}
BuildLion(nSprite, 0, 0, 0, 0, 0);
return;
}
case 101:
{
if (bNoCreatures) {
mydeletesprite(nSprite);
return;
}
BuildMummy(nSprite, 0, 0, 0, 0, 0);
return;
}
case 100:
{
if (bNoCreatures) {
mydeletesprite(nSprite);
return;
}
BuildAnubis(nSprite, 0, 0, 0, 0, 0, 0);
return;
}
case 99: // underwater type 2
{
short nSector = sprite[nSprite].sectnum;
SetAbove(nSector, hitag);
SectFlag[nSector] |= kSectUnderwater;
mydeletesprite(nSprite);
return;
}
case 98:
{
short nSector = sprite[nSprite].sectnum;
SetBelow(nSector, hitag);
SnapSectors(nSector, hitag, 1);
mydeletesprite(nSprite);
return;
}
case 97:
{
AddSectorBob(sprite[nSprite].sectnum, hitag, 1);
mydeletesprite(nSprite);
return;
}
case 96: // Lava sector
{
hitag /= 4; // hitag is damage level?
if (hitag == 0) {
hitag = 1;
}
short nSector = sprite[nSprite].sectnum;
SectDamage[nSector] = hitag;
SectFlag[nSector] |= kSectLava;
mydeletesprite(nSprite);
return;
}
case 95:
{
AddSectorBob(sprite[nSprite].sectnum, hitag, 0);
mydeletesprite(nSprite);
return;
}
case 94: // water
{
short nSector = sprite[nSprite].sectnum;
SectDepth[nSector] = hitag << 8;
mydeletesprite(nSprite);
return;
}
case 93:
{
BuildBubbleMachine(nSprite);
return;
}
case 90:
{
BuildObject(nSprite, 3, hitag);
return;
}
case 79:
case 89:
{
short nSector = sprite[nSprite].sectnum;
SectSpeed[nSector] = nLotag2;
SectFlag[nSector] |= sprite[nSprite].ang;
mydeletesprite(nSprite);
return;
}
case 88:
{
AddFlow(nSprite, nLotag2, 0);
mydeletesprite(nSprite);
return;
}
case 80: // underwater
{
short nSector = sprite[nSprite].sectnum;
SectFlag[nSector] |= kSectUnderwater;
mydeletesprite(nSprite);
return;
}
case 78:
{
AddFlow(nSprite, nLotag2, 1);
short nSector = sprite[nSprite].sectnum;
SectFlag[nSector] |= 0x8000;
mydeletesprite(nSprite);
return;
}
case 77:
{
int nArrow = BuildArrow(nSprite, nLotag2);
runlist_AddRunRec(sRunChannels[nChannel].a, nArrow);
return;
}
case 76: // Explosion Trigger (Exploding Fire Cauldron)
{
BuildObject(nSprite, 0, hitag);
return;
}
case 75: // Explosion Target (Cauldrons, fireballs and grenades will destroy nearby 75 sprites)
{
BuildObject(nSprite, 1, hitag);
return;
}
case 71:
{
int nFireball = BuildFireBall(nSprite, hitag, nLotag2);
runlist_AddRunRec(sRunChannels[nChannel].a, nFireball);
return;
}
case 70:
{
BuildDrip(nSprite);
return;
}
case 63:
{
changespritestat(nSprite, 405);
sprite[nSprite].cstat = 0x8000;
return;
}
case 62:
{
nNetStartSprite[nNetStartSprites] = nSprite;
sprite[nSprite].cstat = 0x8000;
nNetStartSprites++;
return;
}
case kTagRamses: // Ramses head
{
nSpiritSprite = nSprite;
sprite[nSprite].cstat |= 0x8000;
return;
}
default: // TODO - checkme!
{
mydeletesprite(nSprite);
return;
}
}
}
mydeletesprite(nSprite);
}
void ExamineSprites()
{
nNetStartSprites = 0;
nCurStartSprite = 0;
for (int nSprite = 0; nSprite < kMaxSprites; nSprite++)
{
int nStatus = sprite[nSprite].statnum;
if (!nStatus)
{
short lotag = sprite[nSprite].lotag;
short hitag = sprite[nSprite].hitag;
if ((nStatus < kMaxStatus) && lotag)
{
sprite[nSprite].lotag = 0;
sprite[nSprite].hitag = 0;
ProcessSpriteTag(nSprite, lotag, hitag);
}
else
{
changespritestat(nSprite, 0);
}
}
}
if (nNetPlayerCount)
{
int nSprite = insertsprite(initsect, 0);
sprite[nSprite].x = initx;
sprite[nSprite].y = inity;
sprite[nSprite].z = initz;
sprite[nSprite].cstat = 0x8000;
nNetStartSprite[nNetStartSprites] = nSprite;
nNetStartSprites++;
}
}
void LoadObjects()
{
runlist_InitRun();
runlist_InitChan();
InitLink();
InitPoint();
InitSlide();
InitSwitch();
InitElev();
InitWallFace();
InitTimeSlot();
InitSectFlag();
for (int nSector = 0; nSector < numsectors; nSector++)
{
short hitag = sector[nSector].hitag;
short lotag = sector[nSector].lotag;
sector[nSector].hitag = 0;
sector[nSector].lotag = 0;
sector[nSector].extra = -1;
if (hitag || lotag)
{
sector[nSector].lotag = runlist_HeadRun() + 1;
sector[nSector].hitag = lotag;
runlist_ProcessSectorTag(nSector, lotag, hitag);
}
}
for (int nWall = 0; nWall < numwalls; nWall++)
{
wall[nWall].extra = -1;
short lotag = wall[nWall].lotag;
short hitag = wall[nWall].hitag;
wall[nWall].lotag = 0;
if (hitag || lotag)
{
wall[nWall].lotag = runlist_HeadRun() + 1;
runlist_ProcessWallTag(nWall, lotag, hitag);
}
}
ExamineSprites();
PostProcess();
InitRa();
InitChunks();
for (int nSprite = 0; nSprite < kMaxSprites; nSprite++)
{
runlist_ChangeChannel(nSprite, 0);
runlist_ReadyChannel(nSprite);
}
nCamerax = initx;
nCameray = inity;
nCameraz = initz;
}
int myloadconfig()
{
FILE *fp = fopen("psa.ini", "rb");
if (fp == NULL)
{
gFXVolume = 200;
nGamma = 2;
gMusicVolume = 200;
bFullScreen = 0;
mysetbrightness((uint8_t)nGamma);
lMouseSens = 8;
return -1;
}
fread(&gFXVolume, sizeof(gFXVolume), 1, fp);
fread(&gMusicVolume, sizeof(gMusicVolume), 1, fp);
fread(&screensize, sizeof(screensize), 1, fp);
fread(&bFullScreen, sizeof(bFullScreen), 1, fp);
fread(&nGamma, sizeof(nGamma), 1, fp);
fread(&lMouseSens, sizeof(lMouseSens), 1, fp);
if (screensize < 0 || screensize > 15) {
screensize = 0;
}
fclose(fp);
if (gFXVolume > 255) {
gFXVolume = 125;
}
if (gMusicVolume > 255) {
gMusicVolume = 125;
}
return 1;
}
int mysaveconfig()
{
FILE *fp = fopen("psa.ini", "wb");
if (fp == NULL) {
return -1;
}
fwrite(&gFXVolume, sizeof(gFXVolume), 1, fp);
fwrite(&gMusicVolume, sizeof(gMusicVolume), 1, fp);
short nSize = screensize;
fwrite(&nSize, sizeof(nSize), 1, fp);
fwrite(&bFullScreen, sizeof(bFullScreen), 1, fp);
fwrite(&nGamma, sizeof(nGamma), 1, fp);
fwrite(&lMouseSens, sizeof(lMouseSens), 1, fp);
fclose(fp);
return 1;
}