raze-gles/source/duke3d/src/premap.cpp
hendricks266 7414f29348 Add buildvfs, abstraction layer for file I/O.
Currently it passes calls through to the system libraries as before.

Also adds an incomplete implementation on PhysFS.

git-svn-id: https://svn.eduke32.com/eduke32@7359 1a8010ca-5511-0410-912e-c29ae57300e0
2019-03-01 08:51:50 +00:00

2074 lines
57 KiB
C++

//-------------------------------------------------------------------------
/*
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 "anim.h"
#include "cmdline.h"
#include "demo.h"
#include "duke3d.h"
#include "menus.h"
#include "savegame.h"
#include "vfs.h"
#ifdef LUNATIC
# include "lunatic_game.h"
#endif
static uint8_t precachehightile[2][MAXTILES>>3];
static int32_t g_precacheCount;
static int32_t NET_75_CHECK = 0;
static void flag_precache(int32_t tile, int32_t type)
{
if (!(gotpic[tile>>3] & pow2char[tile&7]))
g_precacheCount++;
gotpic[tile>>3] |= pow2char[tile&7];
precachehightile[type][tile>>3] |= pow2char[tile&7];
}
static void tloadtile(int tilenume, int type)
{
int firstTile, lastTile;
if ((picanm[tilenume].sf & PICANM_ANIMTYPE_MASK) == PICANM_ANIMTYPE_BACK)
{
firstTile = tilenume - picanm[tilenume].num;
lastTile = tilenume;
}
else
{
firstTile = tilenume;
lastTile = tilenume + picanm[tilenume].num;
}
for (; firstTile <= lastTile; firstTile++)
flag_precache(firstTile, type);
}
static void cacheTilesForSprite(int spriteNum)
{
if (ud.monsters_off && A_CheckEnemySprite(&sprite[spriteNum])) return;
int const picnum = sprite[spriteNum].picnum;
int extraTiles = 1;
for (int j = picnum; j <= g_tile[picnum].cacherange; j++)
tloadtile(j, 1);
#ifndef EDUKE32_STANDALONE
switch (DYNAMICTILEMAP(picnum))
{
case HYDRENT__STATIC:
tloadtile(BROKEFIREHYDRENT,1);
for (int j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j,1);
break;
case TOILET__STATIC:
tloadtile(TOILETBROKE,1);
for (int j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j,1);
break;
case STALL__STATIC:
tloadtile(STALLBROKE,1);
for (int j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j,1);
break;
case RUBBERCAN__STATIC:
extraTiles = 2;
break;
case TOILETWATER__STATIC:
extraTiles = 4;
break;
case FEMPIC1__STATIC:
extraTiles = 44;
break;
case LIZTROOP__STATIC:
case LIZTROOPRUNNING__STATIC:
case LIZTROOPSHOOT__STATIC:
case LIZTROOPJETPACK__STATIC:
case LIZTROOPONTOILET__STATIC:
case LIZTROOPDUCKING__STATIC:
for (int j = LIZTROOP; j < (LIZTROOP+72); j++) tloadtile(j,1);
for (int j=HEADJIB1; j<LEGJIB1+3; j++) tloadtile(j,1);
extraTiles = 0;
break;
case WOODENHORSE__STATIC:
extraTiles = 5;
for (int j = HORSEONSIDE; j < (HORSEONSIDE+4); j++) tloadtile(j,1);
break;
case NEWBEAST__STATIC:
case NEWBEASTSTAYPUT__STATIC:
extraTiles = 90;
break;
case BOSS1__STATIC:
case BOSS2__STATIC:
case BOSS3__STATIC:
extraTiles = 30;
break;
case OCTABRAIN__STATIC:
case OCTABRAINSTAYPUT__STATIC:
case COMMANDER__STATIC:
case COMMANDERSTAYPUT__STATIC:
extraTiles = 38;
break;
case RECON__STATIC:
extraTiles = 13;
break;
case PIGCOP__STATIC:
case PIGCOPDIVE__STATIC:
extraTiles = 61;
break;
case SHARK__STATIC:
extraTiles = 30;
break;
case LIZMAN__STATIC:
case LIZMANSPITTING__STATIC:
case LIZMANFEEDING__STATIC:
case LIZMANJUMP__STATIC:
for (int j=LIZMANHEAD1; j<LIZMANLEG1+3; j++) tloadtile(j,1);
extraTiles = 80;
break;
case APLAYER__STATIC:
extraTiles = 0;
if ((g_netServer || ud.multimode > 1))
{
extraTiles = 5;
for (int j = 1420; j < 1420+106; j++) tloadtile(j,1);
}
break;
case ATOMICHEALTH__STATIC:
extraTiles = 14;
break;
case DRONE__STATIC:
extraTiles = 10;
break;
case EXPLODINGBARREL__STATIC:
case SEENINE__STATIC:
case OOZFILTER__STATIC:
extraTiles = 3;
break;
case NUKEBARREL__STATIC:
case CAMERA1__STATIC:
extraTiles = 5;
break;
// caching of HUD sprites for weapons that may be in the level
case CHAINGUNSPRITE__STATIC:
for (int j=CHAINGUN; j<=CHAINGUN+7; j++) tloadtile(j,1);
break;
case RPGSPRITE__STATIC:
for (int j=RPGGUN; j<=RPGGUN+2; j++) tloadtile(j,1);
break;
case FREEZESPRITE__STATIC:
for (int j=FREEZE; j<=FREEZE+5; j++) tloadtile(j,1);
break;
case GROWSPRITEICON__STATIC:
case SHRINKERSPRITE__STATIC:
for (int j=SHRINKER-2; j<=SHRINKER+5; j++) tloadtile(j,1);
break;
case HBOMBAMMO__STATIC:
case HEAVYHBOMB__STATIC:
for (int j=HANDREMOTE; j<=HANDREMOTE+5; j++) tloadtile(j,1);
break;
case TRIPBOMBSPRITE__STATIC:
for (int j=HANDHOLDINGLASER; j<=HANDHOLDINGLASER+4; j++) tloadtile(j,1);
break;
case SHOTGUNSPRITE__STATIC:
tloadtile(SHOTGUNSHELL,1);
for (int j=SHOTGUN; j<=SHOTGUN+6; j++) tloadtile(j,1);
break;
case DEVISTATORSPRITE__STATIC:
for (int j=DEVISTATOR; j<=DEVISTATOR+1; j++) tloadtile(j,1);
break;
}
#endif
for (int j = picnum; j < (picnum + extraTiles); j++)
tloadtile(j, 1);
}
#ifndef EDUKE32_STANDALONE
static void cacheDukeTiles(void)
{
tloadtile(BOTTOMSTATUSBAR, 1);
if ((g_netServer || ud.multimode > 1))
tloadtile(FRAGBAR, 1);
tloadtile(VIEWSCREEN, 1);
for (int i = STARTALPHANUM; i < ENDALPHANUM+1; i++)
tloadtile(i, 1);
for (int i = BIGALPHANUM-11; i < BIGALPHANUM+82; i++)
tloadtile(i, 1);
for (int i = MINIFONT; i < MINIFONT+93; i++)
tloadtile(i, 1);
for (int i = FOOTPRINTS; i < FOOTPRINTS+3; i++)
tloadtile(i, 1);
for (int i = BURNING; i < BURNING+14; i++)
tloadtile(i, 1);
for (int i = BURNING2; i < BURNING2+14; i++)
tloadtile(i, 1);
for (int i = CRACKKNUCKLES; i < CRACKKNUCKLES+4; i++)
tloadtile(i, 1);
for (int i = FIRSTGUN; i < FIRSTGUN+3; i++)
tloadtile(i, 1);
for (int i = FIRSTGUNRELOAD; i < FIRSTGUNRELOAD+8; i++)
tloadtile(i, 1);
for (int i = EXPLOSION2; i < EXPLOSION2+21; i++)
tloadtile(i, 1);
for (int i = COOLEXPLOSION1; i < COOLEXPLOSION1+21; i++)
tloadtile(i, 1);
tloadtile(BULLETHOLE, 1);
tloadtile(BLOODPOOL, 1);
for (int i = TRANSPORTERBEAM; i < (TRANSPORTERBEAM+6); i++)
tloadtile(i, 1);
for (int i = SMALLSMOKE; i < (SMALLSMOKE+4); i++)
tloadtile(i, 1);
for (int i = SHOTSPARK1; i < (SHOTSPARK1+4); i++)
tloadtile(i, 1);
for (int i = BLOOD; i < (BLOOD+4); i++)
tloadtile(i, 1);
for (int i = JIBS1; i < (JIBS5+5); i++)
tloadtile(i, 1);
for (int i = JIBS6; i < (JIBS6+8); i++)
tloadtile(i, 1);
for (int i = SCRAP1; i < (SCRAP1+29); i++)
tloadtile(i, 1);
tloadtile(FIRELASER, 1);
for (int i = TRANSPORTERSTAR; i < TRANSPORTERSTAR+6; i++)
tloadtile(i, 1);
for (int i = FORCERIPPLE; i < (FORCERIPPLE+9); i++)
tloadtile(i, 1);
for (int i = MENUSCREEN; i < DUKECAR; i++)
tloadtile(i, 1);
for (int i = RPG; i < RPG+7; i++)
tloadtile(i, 1);
for (int i = FREEZEBLAST; i < FREEZEBLAST+3; i++)
tloadtile(i, 1);
for (int i = SHRINKSPARK; i < SHRINKSPARK+4; i++)
tloadtile(i, 1);
for (int i = GROWSPARK; i < GROWSPARK+4; i++)
tloadtile(i, 1);
for (int i = SHRINKEREXPLOSION; i < SHRINKEREXPLOSION+4; i++)
tloadtile(i, 1);
for (int i = MORTER; i < MORTER+4; i++)
tloadtile(i, 1);
for (int i = 0; i <= 60; i++)
tloadtile(i, 1);
}
#endif
static void cacheFlaggedTiles(void)
{
for (int i = 0; i < MAXTILES; i++)
{
if (g_tile[i].flags & SFLAG_PROJECTILE)
tloadtile(i, 1);
if (A_CheckSpriteTileFlags(i, SFLAG_CACHE))
for (int j = i; j <= g_tile[i].cacherange; j++)
tloadtile(j, 1);
}
#ifndef EDUKE32_STANDALONE
cacheDukeTiles();
#endif
}
static void G_DemoLoadScreen(const char *statustext, int const loadScreenTile, int percent)
{
if (statustext == NULL)
{
videoClearScreen(0L);
// g_player[myconnectindex].ps->palette = palette;
// G_FadePalette(0,0,0,0);
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); // JBF 20040308
}
if ((unsigned)loadScreenTile < (MAXTILES<<1))
{
rotatesprite_fs(320<<15, 200<<15, 65536L, 0, loadScreenTile, 0, 0, 2+8+64+BGSTRETCH);
}
else
{
videoNextPage();
return;
}
menutext_center(105, "Loading...");
if (statustext)
gametext_center_number(180, statustext);
VM_OnEventWithReturn(EVENT_DISPLAYLOADINGSCREEN, g_player[screenpeek].ps->i, screenpeek, percent);
videoNextPage();
}
static void G_DoLoadScreen(const char *statustext, int percent)
{
int const loadScreenTile = VM_OnEventWithReturn(EVENT_GETLOADTILE, g_player[screenpeek].ps->i, screenpeek, LOADSCREEN);
if (ud.recstat == 2)
{
G_DemoLoadScreen(statustext, loadScreenTile, percent);
return;
}
int const screenSize = ud.screen_size;
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 1);
if (statustext == NULL)
{
ud.screen_size = 0;
G_UpdateScreenArea();
videoClearScreen(0L);
}
if ((unsigned)loadScreenTile < (MAXTILES<<1))
{
videoClearScreen(0);
rotatesprite_fs(320<<15, 200<<15, 65536L, 0, loadScreenTile, 0, 0, 2+8+64+BGSTRETCH);
}
else
{
videoNextPage();
return;
}
if (boardfilename[0] != 0 && ud.level_number == 7 && ud.volume_number == 0)
{
menutext_center(90, "Loading User Map");
gametext_center_shade_pal(90+10, boardfilename, 14, 2);
}
else
{
menutext_center(90, "Loading");
if (g_mapInfo[(ud.volume_number*MAXLEVELS) + ud.level_number].name != NULL)
menutext_center(90+16+8, g_mapInfo[(ud.volume_number*MAXLEVELS) + ud.level_number].name);
}
#ifndef EDUKE32_TOUCH_DEVICES
if (statustext)
gametext_center_number(180, statustext);
#endif
if (percent != -1)
{
int const width = scale(scale(xdim-1, 288, 320), percent, 100);
int constexpr tile = 929;
int constexpr bits = 2+8+16;
rotatesprite(31<<16 , 145<<16, 65536, 0, tile, 15, 0, bits, 0, 0, width, ydim-1);
rotatesprite(159<<16, 145<<16, 65536, 0, tile, 15, 0, bits, 0, 0, width, ydim-1);
rotatesprite(30<<16 , 144<<16, 65536, 0, tile, 0, 0, bits, 0, 0, width, ydim-1);
rotatesprite(158<<16, 144<<16, 65536, 0, tile, 0, 0, bits, 0, 0, width, ydim-1);
}
VM_OnEventWithReturn(EVENT_DISPLAYLOADINGSCREEN, g_player[screenpeek].ps->i, screenpeek, percent);
videoNextPage();
if (!statustext)
{
KB_FlushKeyboardQueue();
ud.screen_size = screenSize;
}
}
#ifdef USE_OPENGL
static void cacheExtraTextureMaps(int tileNum)
{
// PRECACHE
if (ud.config.useprecache && bpp > 8)
{
for (int type = 0; type < 2 && !KB_KeyPressed(sc_Space); type++)
{
if (precachehightile[type][tileNum >> 3] & pow2char[tileNum & 7])
{
for (int k = 0; k < MAXPALOOKUPS - RESERVEDPALS && !KB_KeyPressed(sc_Space); k++)
{
// this is the CROSSHAIR_PAL, see screens.cpp
if (k == MAXPALOOKUPS - RESERVEDPALS - 1)
break;
#ifdef POLYMER
if (videoGetRenderMode() != REND_POLYMER || !polymer_havehighpalookup(0, k))
#endif
polymost_precache(tileNum, k, type);
}
#ifdef USE_GLEXT
if (r_detailmapping)
polymost_precache(tileNum, DETAILPAL, type);
if (r_glowmapping)
polymost_precache(tileNum, GLOWPAL, type);
#endif
#ifdef POLYMER
if (videoGetRenderMode() == REND_POLYMER)
{
if (pr_specularmapping)
polymost_precache(tileNum, SPECULARPAL, type);
if (pr_normalmapping)
polymost_precache(tileNum, NORMALPAL, type);
}
#endif
}
}
}
}
#endif
void G_CacheMapData(void)
{
if (ud.recstat == 2)
return;
S_TryPlaySpecialMusic(MUS_LOADING);
#if defined EDUKE32_TOUCH_DEVICES && defined USE_OPENGL
polymost_glreset();
#endif
uint32_t const cacheStartTime = timerGetTicks();
cacheAllSounds();
cacheFlaggedTiles();
for (int i=0; i<numwalls; i++)
{
tloadtile(wall[i].picnum, 0);
if (wall[i].overpicnum >= 0)
tloadtile(wall[i].overpicnum, 0);
}
for (int i=0; i<numsectors; i++)
{
tloadtile(sector[i].floorpicnum, 0);
tloadtile(sector[i].ceilingpicnum, 0);
for (int SPRITES_OF_SECT(i, j))
{
if (sprite[j].xrepeat != 0 && sprite[j].yrepeat != 0 && (sprite[j].cstat & CSTAT_SPRITE_INVISIBLE) == 0)
cacheTilesForSprite(j);
}
}
int clock = totalclock;
int cnt = 0;
int percentDisplayed = -1;
for (int i=0; i<MAXTILES && !KB_KeyPressed(sc_Space); i++)
{
if (!(i&7) && !gotpic[i>>3])
{
i+=7;
continue;
}
else if ((gotpic[i>>3] & pow2char[i&7]) != pow2char[i&7])
continue;
if (waloff[i] == 0)
tileLoad((int16_t)i);
#ifdef USE_OPENGL
cacheExtraTextureMaps(i);
#endif
MUSIC_Update();
if ((++cnt & 7) == 0)
G_HandleAsync();
if (videoGetRenderMode() != REND_CLASSIC && totalclock - clock > (TICRATE>>2))
{
int const percentComplete = min(100, tabledivide32_noinline(100 * cnt, g_precacheCount));
// this just prevents the loading screen percentage bar from making large jumps
while (percentDisplayed < percentComplete)
{
Bsprintf(tempbuf, "Loaded %d%% (%d/%d textures)\n", percentDisplayed, cnt, g_precacheCount);
G_DoLoadScreen(tempbuf, percentDisplayed);
timerUpdate();
if (totalclock - clock >= 1)
{
clock = totalclock;
percentDisplayed++;
}
}
clock = totalclock;
}
}
Bmemset(gotpic, 0, sizeof(gotpic));
OSD_Printf("Cache time: %dms\n", timerGetTicks() - cacheStartTime);
}
int fragbarheight(void)
{
if (ud.screen_size > 0 && !(ud.statusbarflags & STATUSBAR_NOFRAGBAR)
#ifdef SPLITSCREEN_MOD_HACKS
&& !g_fakeMultiMode
#endif
&& (g_netServer || ud.multimode > 1) && GTFLAGS(GAMETYPE_FRAGBAR))
{
int j = 0;
for (int TRAVERSE_CONNECT(i))
if (i > j)
j = i;
return ((j + 3) >> 2) * tilesiz[FRAGBAR].y;
}
return 0;
}
void G_UpdateScreenArea(void)
{
if (!in3dmode())
return;
if ((ud.screen_size = clamp(ud.screen_size, 0, 64)) == 0)
renderFlushPerms();
int const screenSize = max(ud.screen_size - 8, 0);
int const bottomStatusY = tilesiz[BOTTOMSTATUSBAR].y;
vec2_t v1 = { scale(screenSize, xdim, 160),
scale(screenSize, (200 * 100) - (bottomStatusY * ud.statusbarscale), 200 - bottomStatusY) };
vec2_t v2 = { xdim - v1.x, 200 * 100 - v1.y };
v1.y += fragbarheight() * 100;
if (ud.screen_size >= 8 && ud.statusbarmode == 0)
v2.y -= bottomStatusY * ud.statusbarscale;
v1.y = scale(v1.y, ydim, 200 * 100);
v2.y = scale(v2.y, ydim, 200 * 100);
if (VM_HaveEvent(EVENT_UPDATESCREENAREA))
{
ud.returnvar[0] = v1.y;
ud.returnvar[1] = v2.x;
ud.returnvar[2] = v2.y;
v1.x = VM_OnEventWithReturn(EVENT_UPDATESCREENAREA, g_player[screenpeek].ps->i, screenpeek, v1.x);
v1.y = ud.returnvar[0];
v2.x = ud.returnvar[1];
v2.y = ud.returnvar[2];
}
videoSetViewableArea(v1.x, v1.y, v2.x-1, v2.y-1);
G_GetCrosshairColor();
G_SetCrosshairColor(CrosshairColors.r, CrosshairColors.g, CrosshairColors.b);
pub = NUMPAGES;
pus = NUMPAGES;
}
void P_MoveToRandomSpawnPoint(int playerNum)
{
auto &p = *g_player[playerNum].ps;
int i = playerNum;
if ((g_netServer || ud.multimode > 1) && !(g_gametypeFlags[ud.coop] & GAMETYPE_FIXEDRESPAWN))
{
i = krand() % g_playerSpawnCnt;
if (g_gametypeFlags[ud.coop] & GAMETYPE_TDMSPAWN)
{
uint32_t pdist = INT_MAX;
for (int TRAVERSE_CONNECT(j))
{
if (j == playerNum)
continue;
auto const &op = *g_player[j].ps;
// pick a spawn near a living teammate
if (op.team == p.team && sprite[op.i].extra > 0)
{
for (int k = 0; k < g_playerSpawnCnt; k++)
{
uint32_t const dist = FindDistance2D(op.pos.x - g_playerSpawnPoints[k].pos.x,
op.pos.y - g_playerSpawnPoints[k].pos.y);
if (dist < pdist)
i = k, pdist = dist;
}
break;
}
}
}
}
p.opos = p.pos = g_playerSpawnPoints[i].pos;
p.bobpos = *(vec2_t *)&p.pos;
p.cursectnum = g_playerSpawnPoints[i].sect;
p.q16ang = fix16_from_int(g_playerSpawnPoints[i].ang);
sprite[p.i].cstat = CSTAT_SPRITE_BLOCK + CSTAT_SPRITE_BLOCK_HITSCAN;
}
static inline void P_ResetTintFade(DukePlayer_t *const pPlayer)
{
pPlayer->pals.f = 0;
#ifdef LUNATIC
pPlayer->palsfadeprio = 0;
#endif
}
void P_ResetMultiPlayer(int playerNum)
{
auto &p = *g_player[playerNum].ps;
Bassert((unsigned)p.i < MAXSPRITES);
auto &s = sprite[p.i];
auto &a = actor[p.i];
vec3_t tmpvect = p.pos;
tmpvect.z += PHEIGHT;
P_MoveToRandomSpawnPoint(playerNum);
a.bpos = p.opos = p.pos;
p.bobpos = *(vec2_t *)&p.pos;
*(vec3_t *)&s = p.pos;
updatesector(p.pos.x, p.pos.y, &p.cursectnum);
setsprite(p.i, &tmpvect);
s.clipdist = 64;
s.cstat = 257;
s.owner = p.i;
s.pal = p.palookup;
s.shade = -12; // ???
s.xoffset = 0;
s.xrepeat = 42;
s.yrepeat = 36;
p.last_extra = s.extra = p.max_player_health;
p.inv_amount[GET_SHIELD] = g_startArmorAmount;
p.dead_flag = 0;
p.falling_counter = 0;
p.footprintcount = 0;
p.frag_ps = playerNum;
p.fta = 0;
p.ftq = 0;
p.on_crane = -1;
p.opyoff = 0;
p.q16horiz = F16(100);
p.q16horizoff = 0;
p.rotscrnang = 0;
p.runspeed = g_playerFriction;
p.vel = { 0, 0, 0 };
p.wackedbyactor = -1;
p.wantweaponfire = -1;
p.weapreccnt = 0;
P_ResetTintFade(&p);
a.cgg = 0;
a.dispicnum = 0;
a.extra = -1;
a.movflag = 0;
a.owner = p.i;
a.stayput = -1;
a.t_data[4] = 0;
a.tempang = 0;
P_ResetInventory(playerNum);
P_ResetWeapons(playerNum);
p.reloading = 0;
p.movement_lock = 0;
VM_OnEvent(EVENT_RESETPLAYER, p.i, playerNum);
}
void P_ResetPlayer(int playerNum)
{
auto &p = *g_player[playerNum].ps;
ud.show_help = 0;
ud.showallmap = 0;
p.access_spritenum = -1;
p.actorsqu = -1;
p.airleft = 15 * GAMETICSPERSEC;
p.autostep = (20L << 8);
p.autostep_sbw = (4L << 8);
p.bobcounter = 0;
p.buttonpalette = 0;
p.cheat_phase = 0;
p.clipdist = 164;
p.crack_time = 0;
p.dead_flag = 0;
p.dummyplayersprite = -1;
p.extra_extra8 = 0;
p.falling_counter = 0;
p.fist_incs = 0;
p.footprintcount = 0;
p.footprintpal = 0;
p.footprintshade = 0;
p.frag = 0;
p.frag_ps = playerNum;
p.fraggedself = 0;
p.fric = { 0, 0 };
p.fta = 0;
p.ftq = 0;
p.got_access = ((g_netServer || ud.multimode > 1) && (g_gametypeFlags[ud.coop] & GAMETYPE_ACCESSATSTART)) ? 7 : 0;
p.hard_landing = 0;
p.hbomb_hold_delay = 0;
p.heat_on = 0;
p.holoduke_on = -1;
p.holster_weapon = 0;
p.hurt_delay = 0;
p.invdisptime = 0;
p.jetpack_on = 0;
p.jumping_counter = 0;
p.jumping_toggle = 0;
p.knee_incs = 0;
p.knuckle_incs = 1;
p.last_full_weapon = 0;
p.last_pissed_time = 0;
p.loogcnt = 0;
p.look_ang = 512 - ((ud.level_number&1)<<10);
p.movement_lock = 0;
p.newowner = -1;
p.on_crane = -1;
p.on_ground = 0;
p.on_warping_sector = 0;
p.one_eighty_count = 0;
p.opyoff = 0;
p.oq16horiz = F16(140);
p.orotscrnang = 1; // JBF 20031220
p.over_shoulder_on = 0;
p.palette = BASEPAL;
p.player_par = 0;
p.pycount = 0;
p.pyoff = 0;
p.q16angvel = 0;
p.q16horiz = F16(140);
p.q16horizoff = 0;
p.quick_kick = 0;
p.random_club_frame = 0;
p.rapid_fire_hold = 0;
p.reloading = 0;
p.return_to_center = 9;
p.rotscrnang = 0;
p.sbs = 0;
p.show_empty_weapon = 0;
p.somethingonplayer = -1;
p.spritebridge = 0;
p.subweapon = 0;
p.tipincs = 0;
p.toggle_key_flag = 0;
p.transporter_hold = 0;
p.vel.x = 0;
p.vel.y = 0;
p.vel.z = 0;
p.wackedbyactor = -1;
p.walking_snd_toggle = 0;
p.wantweaponfire = -1;
p.weapon_ang = 0;
p.weapon_pos = WEAPON_POS_START;
p.weapon_sway = 0;
pus = 1;
if (p.inv_amount[GET_STEROIDS] < 400)
{
p.inv_amount[GET_STEROIDS] = 0;
p.inven_icon = ICON_NONE;
}
p.kickback_pic = ((PWEAPON(playerNum, p.curr_weapon, WorksLike) == PISTOL_WEAPON)
&& (PWEAPON(playerNum, p.curr_weapon, Reload) > PWEAPON(playerNum, p.curr_weapon, TotalTime)))
? PWEAPON(playerNum, p.curr_weapon, TotalTime)
: 0;
P_UpdateScreenPal(&p);
VM_OnEvent(EVENT_RESETPLAYER, p.i, playerNum);
}
void P_ResetWeapons(int playerNum)
{
auto &p = *g_player[playerNum].ps;
for (short & ammo : p.ammo_amount)
ammo = 0;
p.curr_weapon = PISTOL_WEAPON;
p.gotweapon = ((1 << PISTOL_WEAPON) | (1 << KNEE_WEAPON) | (1 << HANDREMOTE_WEAPON));
p.holster_weapon = 0;
p.kickback_pic = PWEAPON(playerNum, p.curr_weapon, TotalTime);
p.last_pissed_time = 0;
p.last_used_weapon = -1;
p.last_weapon = -1;
p.show_empty_weapon = 0;
p.weapon_pos = WEAPON_POS_START;
p.ammo_amount[PISTOL_WEAPON] = min<int16_t>(p.max_ammo_amount[PISTOL_WEAPON], 48);
VM_OnEvent(EVENT_RESETWEAPONS, p.i, playerNum);
}
void P_ResetInventory(int playerNum)
{
auto &p = *g_player[playerNum].ps;
Bmemset(p.inv_amount, 0, sizeof(p.inv_amount));
p.heat_on = 0;
p.holoduke_on = -1;
p.inven_icon = ICON_NONE;
p.jetpack_on = 0;
p.scuba_on = 0;
p.inv_amount[GET_SHIELD] = g_startArmorAmount;
VM_OnEvent(EVENT_RESETINVENTORY, p.i, playerNum);
}
static void P_PrepForNewLevel(int playerNum, int gameMode)
{
auto &p = *g_player[playerNum].ps;
g_spriteDeleteQueuePos = 0;
for (short &i : SpriteDeletionQueue)
i = -1;
g_animWallCnt = 0;
g_animateCnt = 0;
g_curViewscreen = -1;
g_cyclerCnt = 0;
g_earthquakeTime = 0;
g_interpolationCnt = 0;
randomseed = 1996;
screenpeek = myconnectindex;
tempwallptr = 0;
p.actors_killed = 0;
p.cheat_phase = 0;
p.customexitsound = 0;
p.hbomb_on = 0;
p.holster_weapon = 0;
p.interface_toggle = 0;
p.last_pissed_time = 0;
p.last_weapon = -1;
p.max_actors_killed = 0;
p.max_secret_rooms = 0;
p.parallax_sectnum = -1;
p.secret_rooms = 0;
p.show_empty_weapon = 0;
p.timebeforeexit = 0;
p.toggle_key_flag = 0;
p.visibility = ud.const_visibility;
p.weapon_pos = WEAPON_POS_START;
p.weapreccnt = 0;
p.kickback_pic = ((PWEAPON(playerNum, p.curr_weapon, WorksLike) == PISTOL_WEAPON)
&& (PWEAPON(playerNum, p.curr_weapon, Reload) > PWEAPON(playerNum, p.curr_weapon, TotalTime)))
? PWEAPON(playerNum, p.curr_weapon, TotalTime)
: 0;
ud.camerasprite = -1;
ud.eog = 0;
ud.pause_on = 0;
if (((gameMode & MODE_EOL) != MODE_EOL && numplayers < 2 && !g_netServer)
|| (!(g_gametypeFlags[ud.coop] & GAMETYPE_PRESERVEINVENTORYDEATH) && numplayers > 1))
{
P_ResetWeapons(playerNum);
P_ResetInventory(playerNum);
}
else if (PWEAPON(playerNum, p.curr_weapon, WorksLike) == HANDREMOTE_WEAPON)
{
p.ammo_amount[HANDBOMB_WEAPON]++;
p.curr_weapon = HANDBOMB_WEAPON;
}
P_ResetTintFade(&p);
}
// Tweak sprites contained in moving sectors with these SE lotags.
#define FIXSPR_SELOTAGP(k) ((k) == SE_0_ROTATING_SECTOR || (k) == SE_6_SUBWAY || (k) == SE_14_SUBWAY_CAR)
// Set up sprites in moving sectors that are to be fixed wrt a certain pivot
// position and should not diverge from it due to roundoff error in the future.
// Has to be after the spawning stuff.
static void G_SetupRotfixedSprites(void)
{
int spriteNum, nextSpriteNum;
for (SPRITES_OF_STAT_SAFE(STAT_EFFECTOR, spriteNum, nextSpriteNum))
{
auto const &s = sprite[spriteNum];
if (FIXSPR_SELOTAGP(s.lotag))
{
#ifdef YAX_ENABLE
int firstrun = 1;
#endif
int sectSprite = headspritesect[s.sectnum];
do
{
auto const &ss = sprite[sectSprite];
auto &a = actor[sectSprite];
// TRIPBOMB uses t_data[7] for its own purposes. Wouldn't be
// too useful with moving sectors anyway
if ((ROTFIXSPR_STATNUMP(ss.statnum) && ss.picnum != TRIPBOMB)
|| ((ss.statnum == STAT_ACTOR || ss.statnum == STAT_ZOMBIEACTOR) && A_CheckSpriteFlags(sectSprite, SFLAG_ROTFIXED)))
{
int const pivotSprite = (s.lotag == 0) ? s.owner : spriteNum;
if (sectSprite != spriteNum && sectSprite != pivotSprite && pivotSprite >= 0 && pivotSprite < MAXSPRITES)
{
// let's hope we don't step on anyone's toes here
a.t_data[7] = ROTFIXSPR_MAGIC | pivotSprite; // 'rs' magic + pivot SE sprite index
a.t_data[8] = ss.x - sprite[pivotSprite].x;
a.t_data[9] = ss.y - sprite[pivotSprite].y;
}
}
sectSprite = nextspritesect[sectSprite];
#ifdef YAX_ENABLE
if ((sectSprite < 0 && firstrun) && (s.lotag == SE_6_SUBWAY || s.lotag == SE_14_SUBWAY_CAR))
{
firstrun = 0;
sectSprite = actor[spriteNum].t_data[9];
if (sectSprite >= 0)
sectSprite = headspritesect[sectSprite];
}
#endif
}
while (sectSprite >= 0);
}
}
}
static void G_SetupLightSwitches()
{
auto tagbitmap = (uint8_t *)Xcalloc(65536 >> 3, 1);
for (int nextSprite, SPRITES_OF_STAT_SAFE(STAT_DEFAULT, spriteNum, nextSprite))
{
auto &s = sprite[spriteNum];
if (s.picnum <= 0) // oob safety for switch below
continue;
for (int i = 0; i < 2; i++)
{
switch (DYNAMICTILEMAP(s.picnum-1+i))
{
case DIPSWITCH__STATIC:
case DIPSWITCH2__STATIC:
case FRANKENSTINESWITCH__STATIC:
case HANDSWITCH__STATIC:
case LIGHTSWITCH__STATIC:
case LIGHTSWITCH2__STATIC:
case LOCKSWITCH1__STATIC:
case POWERSWITCH1__STATIC:
case POWERSWITCH2__STATIC:
case PULLSWITCH__STATIC:
case SLOTDOOR__STATIC:
case SPACEDOORSWITCH__STATIC:
case SPACELIGHTSWITCH__STATIC:
// the lower code only for the 'on' state (*)
if (i == 0)
{
uint16_t const tag = s.lotag;
tagbitmap[tag >> 3] |= 1 << (tag & 7);
}
break;
}
}
}
// initially 'on' SE 12 light (*)
for (int nextSprite, SPRITES_OF_STAT_SAFE(STAT_EFFECTOR, j, nextSprite))
{
uint16_t const tag = sprite[j].hitag;
if (sprite[j].lotag == SE_12_LIGHT_SWITCH && tagbitmap[tag >> 3] & (1 << (tag & 7)))
actor[j].t_data[0] = 1;
}
DO_FREE_AND_NULL(tagbitmap);
}
static void G_SetupSpecialWalls(void)
{
g_mirrorCount = 0;
for (int i = 0; i < numwalls; i++)
{
auto &w = wall[i];
if (w.overpicnum == MIRROR && (w.cstat & 32) != 0)
{
int const nextSectnum = w.nextsector;
if ((nextSectnum >= 0) && sector[nextSectnum].ceilingpicnum != MIRROR)
{
if (g_mirrorCount > 63)
{
G_GameExit("\nToo many mirrors (64 max.)");
}
sector[nextSectnum].ceilingpicnum = MIRROR;
sector[nextSectnum].floorpicnum = MIRROR;
g_mirrorWall[g_mirrorCount] = i;
g_mirrorSector[g_mirrorCount] = nextSectnum;
g_mirrorCount++;
continue;
}
}
if (g_animWallCnt >= MAXANIMWALLS)
{
Bsprintf(tempbuf, "\nToo many 'anim' walls (%d max).", MAXANIMWALLS);
G_GameExit(tempbuf);
}
auto &aw = animwall[g_animWallCnt];
aw.tag = 0;
aw.wallnum = 0;
switch (DYNAMICTILEMAP(G_GetForcefieldPicnum(i)))
{
case FANSHADOW__STATIC:
case FANSPRITE__STATIC:
// w.cstat |= 65;
aw.wallnum = i;
g_animWallCnt++;
break;
case W_FORCEFIELD__STATIC:
if (w.overpicnum == W_FORCEFIELD__STATIC)
{
for (int j = 0; j < 3; j++)
tloadtile(W_FORCEFIELD + j, 0);
}
if (w.shade > 31)
w.cstat = 0;
else
w.cstat |= FORCEFIELD_CSTAT | CSTAT_WALL_BLOCK;
if (w.lotag && w.nextwall >= 0)
wall[w.nextwall].lotag = w.lotag;
fallthrough__;
case BIGFORCE__STATIC:
aw.wallnum = i;
g_animWallCnt++;
continue;
}
w.extra = -1;
switch (DYNAMICTILEMAP(w.picnum))
{
#ifndef EDUKE32_STANDALONE
case FEMPIC1__STATIC:
case FEMPIC2__STATIC:
case FEMPIC3__STATIC:
w.extra = w.picnum;
if (ud.lockout)
w.picnum = (w.picnum == FEMPIC1) ? BLANKSCREEN : SCREENBREAK6;
aw.tag = w.picnum;
aw.wallnum = i;
g_animWallCnt++;
break;
#endif
case W_TECHWALL1__STATIC:
case W_TECHWALL2__STATIC:
case W_TECHWALL3__STATIC:
case W_TECHWALL4__STATIC:
aw.wallnum = i;
g_animWallCnt++;
break;
case SCREENBREAK6__STATIC:
case SCREENBREAK7__STATIC:
case SCREENBREAK8__STATIC:
for (int j = SCREENBREAK6; j < SCREENBREAK9; j++)
tloadtile(j, 0);
aw.tag = -1;
aw.wallnum = i;
g_animWallCnt++;
break;
case SCREENBREAK1__STATIC:
case SCREENBREAK2__STATIC:
case SCREENBREAK3__STATIC:
case SCREENBREAK4__STATIC:
case SCREENBREAK5__STATIC:
//
case SCREENBREAK9__STATIC:
case SCREENBREAK10__STATIC:
case SCREENBREAK11__STATIC:
case SCREENBREAK12__STATIC:
case SCREENBREAK13__STATIC:
case SCREENBREAK14__STATIC:
case SCREENBREAK15__STATIC:
case SCREENBREAK16__STATIC:
case SCREENBREAK17__STATIC:
case SCREENBREAK18__STATIC:
case SCREENBREAK19__STATIC:
aw.tag = w.picnum;
aw.wallnum = i;
g_animWallCnt++;
break;
}
}
// Invalidate textures in sector behind mirror
for (int i = 0; i < g_mirrorCount; i++)
{
int const startWall = sector[g_mirrorSector[i]].wallptr;
int const endWall = startWall + sector[g_mirrorSector[i]].wallnum;
for (int j = startWall; j < endWall; j++)
{
wall[j].picnum = wall[j].overpicnum = MIRROR;
if (wall[g_mirrorWall[i]].pal == 4)
wall[j].pal = 4;
}
}
}
static void A_MaybeProcessEffector(int spriteNum)
{
switch (DYNAMICTILEMAP(PN(spriteNum)))
{
case ACTIVATOR__STATIC:
case ACTIVATORLOCKED__STATIC:
case LOCATORS__STATIC:
case MASTERSWITCH__STATIC:
case MUSICANDSFX__STATIC:
case RESPAWN__STATIC:
case SECTOREFFECTOR__STATIC:
case TOUCHPLATE__STATIC:
sprite[spriteNum].cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN | CSTAT_SPRITE_ALIGNMENT_MASK);
break;
case GPSPEED__STATIC:
// DELETE_AFTER_LOADACTOR. Must not change statnum.
sector[SECT(spriteNum)].extra = SLT(spriteNum);
break;
case CYCLER__STATIC:
{
// DELETE_AFTER_LOADACTOR. Must not change statnum.
if (g_cyclerCnt >= MAXCYCLERS)
{
Bsprintf(tempbuf, "\nToo many cycling sectors (%d max).", MAXCYCLERS);
G_GameExit(tempbuf);
}
auto &cycler = g_cyclers[g_cyclerCnt];
cycler[0] = SECT(spriteNum);
cycler[1] = SLT(spriteNum);
cycler[2] = SS(spriteNum);
cycler[3] = sector[SECT(spriteNum)].floorshade;
cycler[4] = SHT(spriteNum);
cycler[5] = (SA(spriteNum) == 1536);
g_cyclerCnt++;
break;
}
}
}
static void G_SpawnAllSprites()
{
// I don't know why this is separated, but I have better things to do than combine them and see what happens
for (int i = 0; i < MAXSPRITES; i++)
{
if (sprite[i].statnum < MAXSTATUS && (PN(i) != SECTOREFFECTOR || SLT(i) != SE_14_SUBWAY_CAR))
A_Spawn(-1, i);
}
for (int i = 0; i < MAXSPRITES; i++)
{
if (sprite[i].statnum < MAXSTATUS && PN(i) == SECTOREFFECTOR && SLT(i) == SE_14_SUBWAY_CAR)
A_Spawn(-1, i);
}
}
static void G_DeleteTempEffectors()
{
for (int nextSprite, SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nextSprite))
{
switch (DYNAMICTILEMAP(PN(i)))
{
case GPSPEED__STATIC:
case CYCLER__STATIC: A_DeleteSprite(i); break;
}
}
}
static void prelevel(int g)
{
Bmemset(show2dsector, 0, sizeof(show2dsector));
#ifdef LEGACY_ROR
Bmemset(ror_protectedsectors, 0, MAXSECTORS);
#endif
g_cloudCnt = 0;
P_PrepForNewLevel(0, g);
G_SetupGlobalPsky();
VM_OnEvent(EVENT_PRELEVEL, -1, -1);
int missedCloudSectors = 0;
auto &p0 = *g_player[0].ps;
for (int i = 0; i < numsectors; i++)
{
auto &s = sector[i];
s.extra = 256;
switch (s.lotag)
{
case ST_20_CEILING_DOOR:
case ST_22_SPLITTING_DOOR:
if (s.floorz > s.ceilingz)
s.lotag |= 32768u;
continue;
}
if (s.ceilingstat&1)
{
if (s.ceilingpicnum == CLOUDYSKIES)
{
if (g_cloudCnt < ARRAY_SSIZE(g_cloudSect))
g_cloudSect[g_cloudCnt++] = i;
else
missedCloudSectors++;
}
if (p0.parallax_sectnum == -1)
p0.parallax_sectnum = i;
}
if (s.lotag == 32767) //Found a secret room
{
p0.max_secret_rooms++;
continue;
}
}
if (missedCloudSectors > 0)
OSD_Printf(OSDTEXT_RED "Map warning: have %d unhandled CLOUDYSKIES ceilings.\n", missedCloudSectors);
// NOTE: must be safe loop because callbacks could delete sprites.
for (int nextSprite, SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nextSprite))
{
A_ResetVars(i);
#if !defined LUNATIC
A_LoadActor(i);
#endif
VM_OnEvent(EVENT_LOADACTOR, i, -1);
A_MaybeProcessEffector(i);
}
// Delete some effector / effector modifier sprites AFTER the loop running
// the LOADACTOR events. DELETE_AFTER_LOADACTOR.
G_DeleteTempEffectors();
G_SpawnAllSprites();
G_SetupRotfixedSprites();
G_SetupLightSwitches();
G_SetupSpecialWalls();
}
void G_PlayE4Cutscene(void)
{
S_PlaySpecialMusicOrNothing(MUS_BRIEFING);
renderFlushPerms();
videoSetViewableArea(0, 0, xdim-1, ydim-1);
videoClearViewableArea(0L);
videoNextPage();
if (Anim_Play("vol41a.anm"))
goto end_vol4a;
videoClearViewableArea(0L);
videoNextPage();
if (Anim_Play("vol42a.anm"))
goto end_vol4a;
videoClearViewableArea(0L);
videoNextPage();
Anim_Play("vol43a.anm");
end_vol4a:
videoClearViewableArea(0L);
videoNextPage();
FX_StopAllSounds();
}
void G_NewGame(int volumeNum, int levelNum, int skillNum)
{
auto &p0 = *g_player[0].ps;
G_HandleAsync();
if (ud.skill_voice > 0 && ud.config.SoundToggle)
{
while (FX_SoundActive(ud.skill_voice))
G_HandleAsync();
}
ready2send = 0;
if (ud.m_recstat != 2 && ud.last_level != -1 && !VM_OnEventWithReturn(EVENT_EXITGAMESCREEN, g_player[myconnectindex].ps->i, myconnectindex, 0)
&& (g_netServer || ud.multimode > 1) && (ud.coop & GAMETYPE_SCORESHEET))
G_BonusScreen(1);
g_showShareware = GAMETICSPERSEC*34;
ud.from_bonus = 0;
ud.last_level = -1;
ud.level_number = levelNum;
ud.player_skill = skillNum;
ud.secretlevel = 0;
ud.skill_voice = -1;
ud.volume_number = volumeNum;
g_lastAutoSaveArbitraryID = -1;
g_lastautosave.reset();
g_lastusersave.reset();
g_quickload = nullptr;
// we don't want the intro to play after the multiplayer setup screen
if ((!g_netServer && ud.multimode < 2) && !Menu_HaveUserMap()
&& !VM_OnEventWithReturn(EVENT_NEWGAMESCREEN, g_player[myconnectindex].ps->i, myconnectindex, 0)
&& !levelNum && volumeNum == 3 && !ud.lockout && !(G_GetLogoFlags() & LOGO_NOE4CUTSCENE))
G_PlayE4Cutscene();
#ifdef EDUKE32_TOUCH_DEVICES
p0.zoom = 360;
#else
p0.zoom = 768;
#endif
p0.gm = 0;
Menu_Close(0);
#if !defined LUNATIC
Gv_ResetVars();
Gv_InitWeaponPointers();
Gv_RefreshPointers();
#endif
Gv_ResetSystemDefaults();
for (int i=0; i < (MAXVOLUMES*MAXLEVELS); i++)
G_FreeMapState(i);
if (ud.m_coop != 1)
{
for (int weaponNum = 0; weaponNum < MAX_WEAPONS; weaponNum++)
{
if (PWEAPON(0, weaponNum, WorksLike) == PISTOL_WEAPON)
{
p0.curr_weapon = weaponNum;
p0.gotweapon |= (1 << weaponNum);
p0.ammo_amount[weaponNum] = min<int16_t>(p0.max_ammo_amount[weaponNum], 48);
}
else if (PWEAPON(0, weaponNum, WorksLike) == KNEE_WEAPON || PWEAPON(0, weaponNum, WorksLike) == HANDREMOTE_WEAPON)
p0.gotweapon |= (1 << weaponNum);
}
p0.last_weapon = -1;
}
display_mirror = 0;
#ifdef LUNATIC
// NOTE: Lunatic state creation is relatively early. No map has yet been loaded.
// XXX: What about the cases where G_EnterLevel() is called without a preceding G_NewGame()?
El_CreateGameState();
G_PostCreateGameState();
#endif
VM_OnEvent(EVENT_NEWGAME, g_player[screenpeek].ps->i, screenpeek);
}
static void G_CollectSpawnPoints(int gameMode)
{
g_playerSpawnCnt = 0;
// circ = 2048/ud.multimode;
for (int pindex = 0, pal = 9, nexti, SPRITES_OF_STAT_SAFE(STAT_PLAYER, i, nexti))
{
if (g_playerSpawnCnt == MAXPLAYERS)
G_GameExit("\nToo many player sprites (max 16.)");
auto &s = sprite[i];
auto &spawn = g_playerSpawnPoints[g_playerSpawnCnt];
spawn.pos = *(vec3_t *)&s.x;
spawn.ang = s.ang;
spawn.sect = s.sectnum;
g_playerSpawnCnt++;
if (pindex >= MAXPLAYERS)
{
A_DeleteSprite(i);
i = nexti;
continue;
}
s.clipdist = 64;
s.owner = i;
s.shade = 0;
s.xoffset = 0;
s.xrepeat = 42;
s.yrepeat = 36;
s.cstat
= (pindex < (!g_fakeMultiMode ? numplayers : ud.multimode)) ? CSTAT_SPRITE_BLOCK + CSTAT_SPRITE_BLOCK_HITSCAN : CSTAT_SPRITE_INVISIBLE;
auto &plr = g_player[pindex];
auto &p = *plr.ps;
if ((gameMode & MODE_EOL) != MODE_EOL || p.last_extra == 0)
{
p.runspeed = g_playerFriction;
p.last_extra = p.max_player_health;
s.extra = p.max_player_health;
}
else
s.extra = p.last_extra;
s.yvel = pindex;
if (!plr.pcolor && (g_netServer || ud.multimode > 1) && !(g_gametypeFlags[ud.coop] & GAMETYPE_TDM))
{
if (s.pal == 0)
{
for (int TRAVERSE_CONNECT(k))
{
if (pal == g_player[k].ps->palookup)
{
if (++pal > 16)
pal = 9;
k = 0;
}
}
plr.pcolor = s.pal = p.palookup = pal++;
if (pal > 16)
pal = 9;
}
else
plr.pcolor = p.palookup = s.pal;
}
else
{
int k = plr.pcolor;
if (g_gametypeFlags[ud.coop] & GAMETYPE_TDM)
{
k = G_GetTeamPalette(plr.pteam);
p.team = plr.pteam;
}
s.pal = p.palookup = k;
}
p.frag_ps = pindex;
actor[i].owner = p.i = i;
actor[i].bpos = p.opos = p.pos = *(vec3_t *)&s.x;
p.bobpos = *(vec2_t *)&s.x;
p.oq16ang = p.q16ang = fix16_from_int(s.ang);
updatesector(s.x, s.y, &p.cursectnum);
pindex++;
i = nexti;
}
}
static void G_ResetAllPlayers(void)
{
uint8_t aimmode[MAXPLAYERS], autoaim[MAXPLAYERS], wswitch[MAXPLAYERS];
DukeStatus_t tsbar[MAXPLAYERS];
if (g_player[0].ps->cursectnum >= 0) // < 0 may happen if we start a map in void space (e.g. testing it)
{
A_InsertSprite(g_player[0].ps->cursectnum,g_player[0].ps->pos.x,g_player[0].ps->pos.y,g_player[0].ps->pos.z,
APLAYER,0,0,0,fix16_to_int(g_player[0].ps->q16ang),0,0,0,10);
}
if (ud.recstat != 2)
{
for (int TRAVERSE_CONNECT(i))
{
auto &p = *g_player[i].ps;
aimmode[i] = p.aim_mode;
autoaim[i] = p.auto_aim;
wswitch[i] = p.weaponswitch;
if ((g_netServer || ud.multimode > 1) && (g_gametypeFlags[ud.coop] & GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0)
{
for (int j = 0; j < MAX_WEAPONS; j++)
tsbar[i].ammo_amount[j] = p.ammo_amount[j];
tsbar[i].gotweapon = p.gotweapon;
tsbar[i].curr_weapon = p.curr_weapon;
tsbar[i].inven_icon = p.inven_icon;
Bmemcpy(tsbar[i].inv_amount, p.inv_amount, sizeof(tsbar[i].inv_amount));
}
}
}
P_ResetPlayer(0);
for (int TRAVERSE_CONNECT(i))
{
auto &plr = g_player[i];
Bmemset(plr.frags, 0, sizeof(plr.frags));
if (i != 0)
Bmemcpy(plr.ps, g_player[0].ps, sizeof(DukePlayer_t));
}
if (ud.recstat != 2)
{
for (int TRAVERSE_CONNECT(i))
{
auto &p = *g_player[i].ps;
p.aim_mode = aimmode[i];
p.auto_aim = autoaim[i];
p.weaponswitch = wswitch[i];
if ((g_netServer || ud.multimode > 1) && (g_gametypeFlags[ud.coop] & GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0)
{
for (int j = 0; j < MAX_WEAPONS; j++)
p.ammo_amount[j] = tsbar[i].ammo_amount[j];
p.gotweapon = tsbar[i].gotweapon;
p.curr_weapon = tsbar[i].curr_weapon;
p.inven_icon = tsbar[i].inven_icon;
Bmemcpy(p.inv_amount, tsbar[i].inv_amount, sizeof(tsbar[i].inv_amount));
}
}
}
// take away the pistol if the player spawns on any of these textures
for (int TRAVERSE_CONNECT(i))
{
auto &p = *g_player[i].ps;
if (p.cursectnum >= 0)
{
switch (DYNAMICTILEMAP(sector[p.cursectnum].floorpicnum))
{
case HURTRAIL__STATIC:
case FLOORSLIME__STATIC:
case FLOORPLASMA__STATIC:
P_ResetWeapons(i);
P_ResetInventory(i);
p.ammo_amount[PISTOL_WEAPON] = 0;
p.gotweapon &= ~(1 << PISTOL_WEAPON);
p.curr_weapon = KNEE_WEAPON;
p.kickback_pic = 0;
break;
}
}
}
}
void G_ResetTimers(bool saveMoveCnt)
{
totalclock = g_cloudClock = ototalclock = lockclock = 0;
ready2send = 1;
g_levelTextTime = 85;
if (!saveMoveCnt)
g_moveThingsCount = 0;
if (g_curViewscreen >= 0)
actor[g_curViewscreen].t_data[0] = 0;
}
void G_ClearFIFO(void)
{
clearbufbyte(&localInput, sizeof(input_t), 0L);
clearbufbyte(&inputfifo, sizeof(input_t) * MOVEFIFOSIZ * MAXPLAYERS, 0L);
for (int p = 0; p < MAXPLAYERS; ++p)
{
if (g_player[p].inputBits != NULL)
Bmemset(g_player[p].inputBits, 0, sizeof(input_t));
g_player[p].vote = g_player[p].gotvote = 0;
}
}
int G_FindLevelByFile(const char *fileName)
{
int i = 0;
for (auto &levelNum : g_mapInfo)
{
i++;
if (levelNum.filename == NULL)
continue;
else if (!Bstrcasecmp(fileName, levelNum.filename))
return i-1;
}
return -1;
}
#if 0
static void G_FadeLoad(int32_t r, int32_t g, int32_t b, int32_t start, int32_t end, int32_t step, int32_t ticwait, int32_t tc)
{
int32_t m = (step < 0) ? -1 : 1;
int32_t nexttic = totalclock;
for (; m*start <= m*end; start += step)
{
while (totalclock < nexttic)
sampletimer();
nexttic += ticwait;
if (KB_KeyPressed(sc_Space))
{
KB_ClearKeyDown(sc_Space);
return;
}
setpalettefade(r,g,b,start);
flushperms();
G_DoLoadScreen(" ", tc);
}
}
#endif
static int G_TryMapHack(const char *mhkfile)
{
int const failure = engineLoadMHK(mhkfile);
if (!failure)
initprintf("Loaded map hack file \"%s\"\n", mhkfile);
return failure;
}
static void G_LoadMapHack(char *outbuf, const char *filename)
{
if (filename != NULL)
Bstrcpy(outbuf, filename);
append_ext_UNSAFE(outbuf, ".mhk");
if (G_TryMapHack(outbuf) && usermaphacks != NULL)
{
auto pMapInfo = (usermaphack_t *)bsearch(&g_loadedMapHack, usermaphacks, num_usermaphacks,
sizeof(usermaphack_t), compare_usermaphacks);
if (pMapInfo)
G_TryMapHack(pMapInfo->mhkfile);
}
}
// 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
#ifdef HAVE_XMP
"xm",
"mod",
"it",
"s3m",
"mtm",
#endif
"mid"
};
Bstrncpy(nameBuf, fileName, BMAX_PATH);
Bcorrectfilename(nameBuf, 0);
if (NULL == (p = Bstrrchr(nameBuf, '.')))
{
p = nameBuf + Bstrlen(nameBuf);
p[0] = '.';
}
for (auto & ext : exts)
{
buildvfs_kfd kFile;
Bmemcpy(p+1, ext, Bstrlen(ext) + 1);
if ((kFile = kopen4loadfrommod(nameBuf, 0)) != buildvfs_kfd_invalid)
{
kclose(kFile);
realloc_copy(&g_mapInfo[levelNum].musicfn, nameBuf);
return;
}
}
realloc_copy(&g_mapInfo[levelNum].musicfn, "dethtoll.mid");
}
int G_EnterLevel(int gameMode)
{
vote_map = vote_episode = voting = -1;
ud.respawn_monsters = ud.m_respawn_monsters;
ud.respawn_items = ud.m_respawn_items;
ud.respawn_inventory = ud.m_respawn_inventory;
ud.monsters_off = ud.m_monsters_off;
ud.coop = 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)
{
S_PauseSounds(false);
FX_StopAllSounds();
S_ClearSoundLocks();
FX_SetReverb(0);
videoSetGameMode(ud.setup.fullscreen, ud.setup.xdim, ud.setup.ydim, ud.setup.bpp, upscalefactor);
}
if (Menu_HaveUserMap())
{
Bcorrectfilename(boardfilename, 0);
int levelNum = G_FindLevelByFile(boardfilename);
if (levelNum != -1)
{
int volumeNum = levelNum;
levelNum &= MAXLEVELS-1;
volumeNum = (volumeNum - levelNum) / MAXLEVELS;
ud.level_number = ud.m_level_number = levelNum;
ud.volume_number = ud.m_volume_number = volumeNum;
boardfilename[0] = 0;
}
}
int const mapidx = (ud.volume_number * MAXLEVELS) + ud.level_number;
Bassert((unsigned)mapidx < ARRAY_SIZE(g_mapInfo));
auto &m = g_mapInfo[mapidx];
if (m.name == NULL || m.filename == NULL)
{
if (Menu_HaveUserMap())
{
if (m.filename == NULL)
m.filename = (char *)Xcalloc(BMAX_PATH, sizeof(uint8_t));
if (m.name == NULL)
m.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;
}
}
int const ssize = ud.screen_size;
ud.screen_size = 0;
G_DoLoadScreen("Loading map . . .", -1);
G_UpdateScreenArea();
ud.screen_size = ssize;
if (Menu_HaveUserMap())
{
if (g_gameNamePtr)
#ifdef EDUKE32_STANDALONE
Bsnprintf(apptitle, sizeof(apptitle), "%s - %s", boardfilename, g_gameNamePtr);
#else
Bsnprintf(apptitle, sizeof(apptitle), "%s - %s - " APPNAME, boardfilename, g_gameNamePtr);
#endif
else
Bsnprintf(apptitle, sizeof(apptitle), "%s - " APPNAME, boardfilename);
}
else
{
if (g_gameNamePtr)
#ifdef EDUKE32_STANDALONE
Bsprintf(apptitle,"%s - %s",m.name,g_gameNamePtr);
#else
Bsprintf(apptitle, "%s - %s - " APPNAME, m.name, g_gameNamePtr);
#endif
else
Bsprintf(apptitle,"%s - " APPNAME,m.name);
}
Bstrcpy(tempbuf,apptitle);
wm_setapptitle(tempbuf);
auto &p0 = *g_player[0].ps;
int16_t playerAngle;
char levelName[BMAX_PATH];
NET_75_CHECK++; // a major problem with how STAT_NETALLOC works, is that loadboard loads sprites directly into the arrays and does not take from
// STAT_NETALLOC, even though the loaded sprites are very, very likely to be relevant to the netcode.
if (!VOLUMEONE && G_HaveUserMap())
{
if (engineLoadBoard(boardfilename, 0, &p0.pos, &playerAngle, &p0.cursectnum) < 0)
{
OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n", boardfilename);
return 1;
}
G_LoadMapHack(levelName, boardfilename);
G_SetupFilenameBasedMusic(levelName, boardfilename, ud.m_level_number);
}
else if (engineLoadBoard(m.filename, VOLUMEONE, &p0.pos, &playerAngle, &p0.cursectnum) < 0)
{
OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n", m.filename);
return 1;
}
else
{
G_LoadMapHack(levelName, m.filename);
}
p0.q16ang = fix16_from_int(playerAngle);
g_precacheCount = 0;
Bmemset(gotpic, 0, sizeof(gotpic));
Bmemset(precachehightile, 0, sizeof(precachehightile));
NET_75_CHECK++; // resetpspritevars attempts to insert player 0's sprite, which isn't going to work because we don't have
// the STAT_NETALLOC sprites allocated yet.
Net_NotifyNewGame();
prelevel(gameMode);
G_AlignWarpElevators();
G_ResetAllPlayers();
G_CollectSpawnPoints(gameMode);
ud.playerbest = CONFIG_GetMapBestTime(Menu_HaveUserMap() ? boardfilename : m.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)
{
if (g_mapInfo[g_musicIndex].musicfn == NULL || m.musicfn == NULL ||
strcmp(g_mapInfo[g_musicIndex].musicfn, m.musicfn) || g_musicSize == 0 || ud.last_level == -1)
{
S_PlayLevelMusicOrNothing(mapidx);
}
else
{
S_ContinueLevelMusic();
}
}
if (gameMode & (MODE_GAME|MODE_EOL))
{
for (int TRAVERSE_CONNECT(i))
{
g_player[i].ps->gm = MODE_GAME;
Menu_Close(i);
}
}
else if (gameMode & MODE_RESTART)
g_player[myconnectindex].ps->gm = (ud.recstat == 2) ? MODE_DEMO : MODE_GAME;
if ((ud.recstat == 1) && (gameMode&MODE_RESTART) != MODE_RESTART)
G_OpenDemoWrite();
#ifndef EDUKE32_TOUCH_DEVICES
if (VOLUMEONE && ud.level_number == 0 && ud.recstat != 2)
P_DoQuote(QUOTE_F1HELP,g_player[myconnectindex].ps);
#endif
//Net_NotifyNewGame();
Net_ResetPrediction();
//g_player[myconnectindex].ps->palette = palette;
//G_FadePalette(0,0,0,0);
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); // JBF 20040308
P_UpdateScreenPal(g_player[myconnectindex].ps);
renderFlushPerms();
everyothertime = 0;
g_globalRandom = 0;
ud.last_level = ud.level_number+1;
G_ClearFIFO();
for (int i=g_interpolationCnt-1; i>=0; i--) bakipos[i] = *curipos[i];
G_ResetTimers(0); // Here we go
Bmemcpy(currentboardfilename, boardfilename, BMAX_PATH);
for (int TRAVERSE_CONNECT(i))
{
if (!VM_OnEventWithReturn(EVENT_ENTERLEVEL, g_player[i].ps->i, i, 0))
break;
}
if (G_HaveUserMap())
OSD_Printf(OSDTEXT_YELLOW "User Map: %s\n", boardfilename);
else
OSD_Printf(OSDTEXT_YELLOW "E%dL%d: %s\n", ud.volume_number + 1, ud.level_number + 1, m.name);
g_restorePalette = -1;
G_UpdateScreenArea();
videoClearViewableArea(0L);
G_DrawBackground();
G_DrawRooms(myconnectindex,65536);
if (g_netClient || g_netServer) // [75] : Initialize map states after map load
{
Net_InitMapStateHistory();
Net_AddWorldToInitialSnapshot();
}
Net_WaitForServer();
return 0;
}
void G_FreeMapState(int levelNum)
{
auto &board = g_mapInfo[levelNum];
if (board.savedstate == NULL)
return;
#if !defined LUNATIC
for (int j=0; j<g_gameVarCount; j++)
{
if (aGameVars[j].flags & GAMEVAR_NORESET)
continue;
if (aGameVars[j].flags & (GAMEVAR_PERPLAYER|GAMEVAR_PERACTOR))
ALIGNED_FREE_AND_NULL(board.savedstate->vars[j]);
}
for (int j=0; j<g_gameArrayCount; j++)
{
if (aGameArrays[j].flags & GAMEARRAY_RESTORE)
ALIGNED_FREE_AND_NULL(board.savedstate->arrays[j]);
}
#else
Bfree(board.savedstate->savecode);
#endif
ALIGNED_FREE_AND_NULL(board.savedstate);
}