raze-gles/polymer/eduke32/source/premap.c
helixhorned 46e8549b5e Clean up parallaxed sky functionality, part 1.
- Consolidate psky* arrays into a "typedef struct psky_t" "g_psky" and
  "multipsky[]".
- Factor out getting parallaxed sky properties into getpsky().
- Condense initial multi-psky setup by memcpy'ing from multipsky[].
- New function: MultiPsky_TileToIdx().
- Add new define PSKYOFF_MAX and related consistency-checking assertions.
- Lower MAXPSKYTILES to 8 to reflect current usage (was 256).
- Game: make multi-pskies consider dynamically-remapped MOONSKY1, BIGORBIT1
  and LA. (Not very useful as the editor will still only act for the static
  values -- 80, 84 and 89, respectively.)

An attempt has been made to preserve behavior even in strange cases, so this
commit is unlikely to introduce regressions. Because of point 6, BYTEVERSION
had to be bumped.

git-svn-id: https://svn.eduke32.com/eduke32@3975 1a8010ca-5511-0410-912e-c29ae57300e0
2013-08-04 20:37:45 +00:00

2065 lines
59 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#include "duke3d.h"
#include "game.h"
#include "common_game.h"
#include "osd.h"
#include "gamedef.h"
#include "premap.h"
#include "sounds.h"
#include "gameexec.h"
#include "anim.h"
#include "menus.h"
#include "demo.h"
#ifdef RENDERTYPEWIN
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#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;
if (g_tile[PN].cacherange >= PN)
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 & SPRITE_PROJECTILE)
tloadtile(i,1);
if (A_CheckSpriteTileFlags(i, SPRITE_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 == 0) return 0;
if (ud.config.FXDevice < 0) return 0;
if (!g_sounds[num].filename && !g_sounds[num].filename1) return 0;
if (g_sounds[num].filename1) fp = kopen4loadfrommod(g_sounds[num].filename1,g_loadFromGroupOnly);
if (fp == -1) fp = kopen4loadfrommod(g_sounds[num].filename,g_loadFromGroupOnly);
if (fp == -1)
{
// OSD_Printf(OSDTEXT_RED "Sound %s(#%d) not found!\n",g_sounds[num].filename,num);
return 0;
}
l = kfilelength(fp);
g_sounds[num].soundsiz = l;
if ((ud.level_number == 0 && ud.volume_number == 0 && (num == 189 || num == 232 || num == 99 || num == 233 || num == 17)) ||
(l < 12288))
{
g_soundlocks[num] = 199;
allocache((intptr_t *)&g_sounds[num].ptr,l,(char *)&g_soundlocks[num]);
if (g_sounds[num].ptr != NULL)
kread(fp, g_sounds[num].ptr , l);
}
kclose(fp);
return 1;
}
static void G_PrecacheSounds(void)
{
int32_t i, j;
if (ud.config.FXDevice < 0) return;
j = 0;
for (i=MAXSOUNDS-1; i>=0; i--)
if (g_sounds[i].ptr == 0)
{
j++;
if ((j&7) == 0)
G_HandleAsync();
G_CacheSound(i);
}
}
static void G_DoLoadScreen(const char *statustext, int32_t percent)
{
int32_t i=0,j;
if (ud.recstat != 2)
{
j = VM_OnEvent(EVENT_GETLOADTILE, -1, myconnectindex, -1, LOADSCREEN);
//g_player[myconnectindex].ps->palette = palette;
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 1); // JBF 20040308
if (!statustext)
{
i = ud.screen_size;
ud.screen_size = 0;
G_UpdateScreenArea();
clearallviews(0L);
}
if ((uint32_t)j < 2*MAXTILES)
{
clearallviews(0);
rotatesprite_fs(320<<15,200<<15,65536L,0, j > MAXTILES-1?j-MAXTILES:j,0,0,
2+8+64+(ud.bgstretch?1024:0));
}
else
{
nextpage();
return;
}
if (boardfilename[0] != 0 && ud.level_number == 7 && ud.volume_number == 0)
{
menutext(160,90,0,0,"Loading User Map");
gametextpal(160,90+10,boardfilename,14,2);
}
else
{
menutext(160,90,0,0,"Loading");
if (MapInfo[(ud.volume_number*MAXLEVELS) + ud.level_number].name != NULL)
menutext(160,90+16+8,0,0,MapInfo[(ud.volume_number*MAXLEVELS) + ud.level_number].name);
}
if (statustext) gametext(160,180,statustext,0,2+8+16);
if (percent != -1)
{
int32_t ii = scale(scale(xdim-1,288,320),percent,100);
rotatesprite(31<<16,145<<16,65536,0,929,15,0,2+8+16,0,0,ii,ydim-1);
rotatesprite(159<<16,145<<16,65536,0,929,15,0,2+8+16,0,0,ii,ydim-1);
rotatesprite(30<<16,144<<16,65536,0,929,0,0,2+8+16,0,0,ii,ydim-1);
rotatesprite(158<<16,144<<16,65536,0,929,0,0,2+8+16,0,0,ii,ydim-1);
}
VM_OnEvent(EVENT_DISPLAYLOADINGSCREEN, g_player[screenpeek].ps->i, screenpeek, -1, 0);
nextpage();
if (!statustext)
{
KB_FlushKeyboardQueue();
ud.screen_size = i;
}
}
else
{
if (!statustext)
{
clearallviews(0L);
//g_player[myconnectindex].ps->palette = palette;
//G_FadePalette(0,0,0,0);
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); // JBF 20040308
}
/*Gv_SetVar(g_iReturnVarID,LOADSCREEN, -1, -1);*/
j = VM_OnEvent(EVENT_GETLOADTILE, -1, myconnectindex, -1, LOADSCREEN);
if ((uint32_t)j < 2*MAXTILES)
{
rotatesprite_fs(320<<15,200<<15,65536L, 0,j > MAXTILES-1?j-MAXTILES:j,0,0,
2+8+64+(ud.bgstretch?1024:0));
}
else
{
nextpage();
return;
}
menutext(160,105,0,0,"Loading...");
if (statustext) gametext(160,180,statustext,0,2+8+16);
VM_OnEvent(EVENT_DISPLAYLOADINGSCREEN, g_player[screenpeek].ps->i, screenpeek, -1, 0);
nextpage();
}
}
extern void G_SetCrosshairColor(int32_t r, int32_t g, int32_t b);
extern palette_t CrosshairColors;
void G_CacheMapData(void)
{
int32_t i,j,pc=0;
int32_t tc;
uint32_t starttime, endtime;
if (ud.recstat == 2)
return;
S_PauseMusic(1);
if (MapInfo[MAXVOLUMES*MAXLEVELS+2].alt_musicfn)
{
S_StopMusic();
S_PlayMusic(&EnvMusicFilename[2][0],MAXVOLUMES*MAXLEVELS+2); // loadmus
}
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);
}
j = headspritesect[i];
while (j >= 0)
{
if (sprite[j].xrepeat != 0 && sprite[j].yrepeat != 0 && (sprite[j].cstat&32768) == 0)
G_CacheSpriteNum(j);
j = nextspritesect[j];
}
}
tc = totalclock;
j = 0;
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_COLOR, 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);
}
if (r_detailmapping && !KB_KeyPressed(sc_Space))
polymost_precache(i,DETAILPAL,type);
if (r_glowmapping && !KB_KeyPressed(sc_Space))
polymost_precache(i,GLOWPAL,type);
#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);*/
tc = min(100,100*pc/g_precacheCount);
Bsprintf(tempbuf,"Loaded %d%% (%d/%d textures)\n",tc,pc,g_precacheCount);
G_DoLoadScreen(tempbuf, tc);
tc = totalclock;
}
}
clearbufbyte(gotpic,sizeof(gotpic),0L);
endtime = getticks();
OSD_Printf("Cache time: %dms\n", endtime-starttime);
}
void G_SetupCamTile(int32_t i,int32_t wn)
{
//if (waloff[wn] == 0) loadtile(wn);
setviewtotile(wn,tilesizy[wn],tilesizx[wn]);
yax_preparedrawrooms();
drawrooms(SX,SY,SZ,SA,100+sprite[i].shade,SECT);
yax_drawrooms(G_DoSpriteAnimations, SECT, 0, 65536);
display_mirror = 1;
G_DoSpriteAnimations(SX,SY,SA,65536L);
display_mirror = 0;
drawmasks();
setviewback();
squarerotatetile(wn);
invalidatetile(wn,-1,255);
}
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(tilesizy[BOTTOMSTATUSBAR],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].ox,g_player[j].ps->pos.y-g_playerSpawnPoints[k].oy);
if (dist < pdist)
i = k, pdist = dist;
}
break;
}
}
}
}
p->bobposx = p->opos.x = p->pos.x = g_playerSpawnPoints[i].ox;
p->bobposy = p->opos.y = p->pos.y = g_playerSpawnPoints[i].oy;
p->opos.z = p->pos.z = g_playerSpawnPoints[i].oz;
p->ang = g_playerSpawnPoints[i].oa;
p->cursectnum = g_playerSpawnPoints[i].os;
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->bobposx = pl->opos.x = pl->pos.x;
sp->y = actor[pl->i].bpos.y = pl->bobposy = 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;
if (G_HaveEvent(EVENT_RESETPLAYER))
VM_OnEvent(EVENT_RESETPLAYER, pl->i, snum, -1, 0);
}
void P_ResetStatus(int32_t snum)
{
DukePlayer_t *p = g_player[snum].ps;
ud.show_help = 0;
ud.showallmap = 0;
p->dead_flag = 0;
p->wackedbyactor = -1;
p->falling_counter = 0;
p->quick_kick = 0;
p->subweapon = 0;
p->last_full_weapon = 0;
p->ftq = 0;
p->fta = 0;
p->tipincs = 0;
p->buttonpalette = 0;
p->actorsqu =-1;
p->invdisptime = 0;
p->refresh_inventory= 0;
p->last_pissed_time = 0;
p->holster_weapon = 0;
p->pycount = 0;
p->pyoff = 0;
p->opyoff = 0;
p->loogcnt = 0;
p->angvel = 0;
p->weapon_sway = 0;
// p->select_dir = 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;
fricxv = 0;
fricyv = 0;
p->somethingonplayer =-1;
p->one_eighty_count = 0;
p->cheat_phase = 0;
p->on_crane = -1;
if ((PWEAPON(snum, p->curr_weapon, WorksLike) == PISTOL_WEAPON) &&
(PWEAPON(snum, p->curr_weapon, Reload) > PWEAPON(snum, p->curr_weapon, TotalTime)))
p->kickback_pic = PWEAPON(snum, p->curr_weapon, TotalTime);
else p->kickback_pic = 0;
p->weapon_pos = WEAPON_POS_START;
p->walking_snd_toggle= 0;
p->weapon_ang = 0;
p->knuckle_incs = 1;
p->fist_incs = 0;
p->knee_incs = 0;
p->jetpack_on = 0;
p->reloading = 0;
p->movement_lock = 0;
p->frag_ps = snum;
P_UpdateScreenPal(p);
VM_OnEvent(EVENT_RESETPLAYER, p->i, snum, -1, 0);
}
void P_ResetWeapons(int32_t snum)
{
int32_t weapon;
DukePlayer_t *p = g_player[snum].ps;
for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++)
p->ammo_amount[weapon] = 0;
p->weapon_pos = WEAPON_POS_START;
p->curr_weapon = PISTOL_WEAPON;
p->kickback_pic = PWEAPON(snum, p->curr_weapon, TotalTime);
p->gotweapon = ((1<<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, -1, 0);
}
void P_ResetInventory(int32_t snum)
{
DukePlayer_t *p = g_player[snum].ps;
Bmemset(p->inv_amount, 0, sizeof(p->inv_amount));
p->scuba_on = 0;
p->heat_on = 0;
p->jetpack_on = 0;
p->holoduke_on = -1;
p->inv_amount[GET_SHIELD] = g_startArmorAmount;
p->inven_icon = ICON_NONE;
VM_OnEvent(EVENT_RESETINVENTORY, p->i, snum, -1, 0);
}
static void resetprestat(int32_t snum,int32_t g)
{
DukePlayer_t *p = g_player[snum].ps;
int32_t i;
g_spriteDeleteQueuePos = 0;
for (i=0; 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;
camsprite =-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 (p->curr_weapon == HANDREMOTE_WEAPON)
{
p->ammo_amount[HANDBOMB_WEAPON]++;
p->curr_weapon = HANDBOMB_WEAPON;
}
p->timebeforeexit = 0;
p->customexitsound = 0;
}
static inline void G_SetupBackdrop(int16_t sky)
{
// Get the static value of the base sky tile number.
const int32_t ssky = DYNAMICTILEMAP(sky);
Bmemset(g_psky.tileofs, 0, sizeof(g_psky.tileofs));
// XXX: why the condition?
if (g_psky.horizfrac != 65536)
g_psky.horizfrac = 32768;
if (ssky == CLOUDYOCEAN__STATIC)
{
g_psky.horizfrac = 65536;
}
else
{
int32_t mskyidx = MultiPsky_TileToIdx(ssky);
if (mskyidx >= 0)
{
Bmemcpy(g_psky.tileofs, multipsky[mskyidx].tileofs, sizeof(g_psky.tileofs));
if (ssky == LA__STATIC)
g_psky.horizfrac = 16384+1024;
}
}
g_psky.lognumtiles = 3;
}
// tweak moving sectors with these SE lotags
#define FIXSPR_SELOTAGP(k) ((k==0) || (k==6) || (k==14))
// 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)
{
// TRIPBOMB uses t_data[7] for its own purposes. Wouldn't be
// too useful with moving sectors anyway
if ((ROTFIXSPR_STATNUMP(sprite[j].statnum) && sprite[j].picnum!=TRIPBOMB) ||
((sprite[j].statnum==STAT_ACTOR || sprite[j].statnum==STAT_ZOMBIEACTOR) &&
A_CheckSpriteTileFlags(sprite[j].picnum, SPRITE_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] = sprite[j].x - sprite[pivot].x;
actor[j].t_data[9] = sprite[j].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 void prelevel(char g)
{
int32_t i, nexti, j, startwall, endwall;
int32_t switchpicnum;
uint8_t *tagbitmap = (uint8_t *)Bcalloc(65536>>3, 1);
if (tagbitmap==NULL)
G_GameExit("OUT OF MEMORY in prelevel()");
Bmemset(show2dsector, 0, sizeof(show2dsector));
Bmemset(ror_protectedsectors, 0, MAXSECTORS);
resetprestat(0,g);
g_numClouds = 0;
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);
}
G_SetupBackdrop(sector[i].ceilingpicnum);
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;
}
}
i = headspritestat[STAT_DEFAULT];
while (i >= 0)
{
nexti = nextspritestat[i];
#if !defined LUNATIC
A_ResetVars(i);
A_LoadActor(i);
#endif
VM_OnEvent(EVENT_LOADACTOR, i, -1, -1, 0);
if (sprite[i].lotag == UINT16_MAX && (sprite[i].cstat&16))
{
g_player[0].ps->exitx = SX;
g_player[0].ps->exity = SY;
}
else switch (DYNAMICTILEMAP(PN))
{
case GPSPEED__STATIC:
sector[SECT].extra = SLT;
A_DeleteSprite(i);
break;
case CYCLER__STATIC:
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++;
A_DeleteSprite(i);
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;
}
i = nexti;
}
for (i=0; i < MAXSPRITES; i++)
{
if (sprite[i].statnum < MAXSTATUS)
{
if (PN == SECTOREFFECTOR && SLT == SE_14_SUBWAY_CAR)
continue;
A_Spawn(-1,i);
}
}
for (i=0; i < MAXSPRITES; i++)
if (sprite[i].statnum < MAXSTATUS)
{
if (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 = wal->overpicnum;
if (wal->overpicnum > W_FORCEFIELD && wal->overpicnum <= W_FORCEFIELD+2)
{
switchpicnum = W_FORCEFIELD;
}
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 |= 85+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_skillSoundID >= 0 && ud.config.FXDevice >= 0 && ud.config.SoundToggle)
{
while (S_CheckSoundPlaying(-1, g_skillSoundID))
G_HandleAsync();
}
g_skillSoundID = -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(&EnvMusicFilename[1][0],MAXVOLUMES*MAXLEVELS+1);
flushperms();
setview(0,0,xdim-1,ydim-1);
clearview(0L);
nextpage();
G_PlayAnim("vol41a.anm",6);
clearview(0L);
nextpage();
G_PlayAnim("vol42a.anm",7);
G_PlayAnim("vol43a.anm",9);
clearview(0L);
nextpage();
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;
g_psky.horizfrac = 0;
ud.last_level = -1;
g_lastSaveSlot = -1;
p->zoom = 768;
p->gm = 0;
#if !defined LUNATIC
//AddLog("Newgame");
Gv_ResetVars();
Gv_InitWeaponPointers();
// PK: Gv_ResetVars() might trip up the system (pointer) gamevars,
// e.g. if some earlier-version CON code had been loaded before
Gv_RefreshPointers();
#endif
Gv_ResetSystemDefaults();
for (i=0; i<(MAXVOLUMES*MAXLEVELS); i++)
if (MapInfo[i].savedstate)
{
Bfree(MapInfo[i].savedstate);
MapInfo[i].savedstate = NULL;
}
if (ud.m_coop != 1)
{
for (i=0; 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, -1, 0);
}
static void resetpspritevars(char g)
{
int16_t i, j; //circ;
uint8_t aimmode[MAXPLAYERS],autoaim[MAXPLAYERS],weaponswitch[MAXPLAYERS];
DukeStatus_t tsbar[MAXPLAYERS];
if (g_player[0].ps->cursectnum >= 0) // < 0 may happen if we start a map in void space (e.g. testing it)
{
A_InsertSprite(g_player[0].ps->cursectnum,g_player[0].ps->pos.x,g_player[0].ps->pos.y,g_player[0].ps->pos.z,
APLAYER,0,0,0,g_player[0].ps->ang,0,0,0,10);
}
if (ud.recstat != 2)
for (TRAVERSE_CONNECT(i))
{
aimmode[i] = g_player[i].ps->aim_mode;
autoaim[i] = g_player[i].ps->auto_aim;
weaponswitch[i] = g_player[i].ps->weaponswitch;
if ((g_netServer || ud.multimode > 1) && (GametypeFlags[ud.coop]&GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0)
{
for (j=0; 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].ox = s->x;
g_playerSpawnPoints[g_numPlayerSprites].oy = s->y;
g_playerSpawnPoints[g_numPlayerSprites].oz = s->z;
g_playerSpawnPoints[g_numPlayerSprites].oa = s->ang;
g_playerSpawnPoints[g_numPlayerSprites].os = 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->bobposx = g_player[j].ps->opos.x = g_player[j].ps->pos.x = s->x;
actor[i].bpos.y = g_player[j].ps->bobposy = 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)
{
vel = svel = angvel = horiz = 0;
totalclock = 0;
cloudtotalclock = 0;
ototalclock = 0;
lockclock = 0;
ready2send = 1;
g_levelTextTime = 85;
if (!keepgtics)
g_moveThingsCount = 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)
{
int32_t volume, level;
for (volume=0; volume<MAXVOLUMES; volume++)
{
for (level=0; level<MAXLEVELS; level++)
{
if (MapInfo[(volume*MAXLEVELS)+level].filename != NULL)
if (!Bstrcasecmp(fn, MapInfo[(volume*MAXLEVELS)+level].filename))
return ((volume * MAXLEVELS) + level);
}
}
return MAXLEVELS*MAXVOLUMES;
}
void G_FadeLoad(int32_t r, int32_t g, int32_t b, int32_t start, int32_t end, int32_t step, int32_t ticwait)
{
int32_t m = (step < 0) ? -1 : 1;
int32_t nexttic = totalclock;
for (; m*start <= m*end; start += step)
{
while (totalclock < nexttic)
sampletimer();
nexttic += ticwait;
if (KB_KeyPressed(sc_Space))
{
KB_ClearKeyDown(sc_Space);
return;
}
G_FadePalette(r,g,b,start|128);
flushperms();
G_DoLoadScreen(" ", -1);
}
}
static void G_LoadMapHack(char *outbuf, const char *filename)
{
if (filename != NULL)
Bstrcpy(outbuf, filename);
append_ext_UNSAFE(outbuf, ".mhk");
if (!loadmaphack(outbuf))
initprintf("Loaded map hack file \"%s\"\n",outbuf);
}
static void realloc_and_copy_musicfn(int32_t level_number, const char *levnamebuf, int32_t altp)
{
char **musicfn = altp ? &MapInfo[level_number].alt_musicfn : &MapInfo[level_number].musicfn;
int32_t dastrlen = Bstrlen(levnamebuf);
*musicfn = (char *)Brealloc(*musicfn, dastrlen+1);
Bstrcpy(*musicfn, levnamebuf);
}
// levnamebuf should have at least size BMAX_PATH
// FIXME: This function should be rolled into a loop, testing .flac, then .ogg, then .mid.
void G_SetupFilenameBasedMusic(char *levnamebuf, const char *boardfilename, int32_t level_number)
{
char *p;
int32_t fil;
Bstrcpy(levnamebuf, boardfilename);
// usermap music based on map filename
Bcorrectfilename(levnamebuf,0);
p = Bstrrchr(levnamebuf,'.');
if (!p)
{
p = levnamebuf + Bstrlen(levnamebuf);
p[0] = '.';
}
Bmemcpy(p+1, "ogg", 4);
fil = kopen4loadfrommod(levnamebuf,0);
if (fil > -1)
{
kclose(fil);
realloc_and_copy_musicfn(level_number, levnamebuf, 1);
}
else if (MapInfo[level_number].alt_musicfn != NULL)
{
Bfree(MapInfo[level_number].alt_musicfn);
MapInfo[level_number].alt_musicfn = NULL;
}
Bmemcpy(p+1, "mid", 4);
fil = kopen4loadfrommod(levnamebuf,0);
// XXX: should pull in a "default user map" song entry, probably E1L8
// (which would need to not get clobbered)
if (fil == -1)
Bstrcpy(levnamebuf, "dethtoll.mid");
else kclose(fil);
realloc_and_copy_musicfn(level_number, levnamebuf, 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 (boardfilename[0] != 0 && ud.m_level_number == 7 && ud.m_volume_number == 0)
{
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 (boardfilename[0] != 0 && ud.m_level_number == 7 && ud.m_volume_number == 0)
{
if (MapInfo[mii].filename == NULL)
MapInfo[mii].filename = (char *)Bcalloc(BMAX_PATH, sizeof(uint8_t));
if (MapInfo[mii].name == NULL)
MapInfo[mii].name = Bstrdup("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 (boardfilename[0] != 0 && ud.m_level_number == 7 && ud.m_volume_number == 0)
{
Bstrcpy(levname, boardfilename);
Bsprintf(apptitle,"%s - %s - " APPNAME,levname,g_gameNamePtr);
}
else Bsprintf(apptitle,"%s - %s - " APPNAME,MapInfo[mii].name,g_gameNamePtr);
Bstrcpy(tempbuf,apptitle);
wm_setapptitle(tempbuf);
if (!VOLUMEONE)
{
if (boardfilename[0] != 0 && ud.m_level_number == 7 && ud.m_volume_number == 0)
{
if (loadboard(boardfilename, 0, &g_player[0].ps->pos, &g_player[0].ps->ang,
&g_player[0].ps->cursectnum) < 0)
{
OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n",boardfilename);
//G_GameExit(tempbuf);
return 1;
}
G_LoadMapHack(levname, boardfilename);
G_SetupFilenameBasedMusic(levname, boardfilename, ud.m_level_number);
}
else if (loadboard(MapInfo[mii].filename,0, &g_player[0].ps->pos, &g_player[0].ps->ang,
&g_player[0].ps->cursectnum) < 0)
{
OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n",
MapInfo[mii].filename);
//G_GameExit(tempbuf);
return 1;
}
else
{
G_LoadMapHack(levname, MapInfo[mii].filename);
}
}
else
{
i = Bstrlen(MapInfo[mii].filename);
Bmemcpy(levname, MapInfo[mii].filename, i);
levname[i] = 255; // leads to flags=1 for kopen4load
levname[i+1] = 0;
if (loadboard(levname,1, &g_player[0].ps->pos, &g_player[0].ps->ang,
&g_player[0].ps->cursectnum) < 0)
{
OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n",
MapInfo[mii].filename);
//G_GameExit(tempbuf);
return 1;
}
else
{
G_LoadMapHack(levname, NULL);
}
}
g_precacheCount = 0;
Bmemset(gotpic, 0, sizeof(gotpic));
Bmemset(precachehightile, 0, sizeof(precachehightile));
//clearbufbyte(Actor,sizeof(Actor),0l); // JBF 20040531: yes? no?
prelevel(g);
G_AlignWarpElevators();
resetpspritevars(g);
G_FadeLoad(0,0,0, 63,0, -7, 4);
G_CacheMapData();
G_FadeLoad(0,0,0, 0,63, 7, 4);
if (ud.recstat != 2)
{
g_musicIndex = mii;
if (MapInfo[g_musicIndex].musicfn != NULL)
S_PlayMusic(MapInfo[g_musicIndex].musicfn, g_musicIndex);
}
if (g & (MODE_GAME|MODE_EOL))
{
for (TRAVERSE_CONNECT(i))
g_player[i].ps->gm = MODE_GAME;
}
else if (g & MODE_RESTART)
{
if (ud.recstat == 2)
g_player[myconnectindex].ps->gm = MODE_DEMO;
else g_player[myconnectindex].ps->gm = MODE_GAME;
}
if ((ud.recstat == 1) && (g&MODE_RESTART) != MODE_RESTART)
G_OpenDemoWrite();
if (VOLUMEONE && ud.level_number == 0 && ud.recstat != 2)
P_DoQuote(QUOTE_F1HELP,g_player[myconnectindex].ps);
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_FadePalette(0,0,0,0);
G_UpdateScreenArea();
clearview(0L);
G_DrawBackground();
G_DrawRooms(myconnectindex,65536);
g_player[myconnectindex].ps->over_shoulder_on = 0;
clearfrags();
G_ResetTimers(0); // Here we go
//Bsprintf(g_szBuf,"G_EnterLevel L=%d V=%d",ud.level_number, ud.volume_number);
//AddLog(g_szBuf);
// variables are set by pointer...
Bmemcpy(currentboardfilename, boardfilename, BMAX_PATH);
VM_OnEvent(EVENT_ENTERLEVEL, -1, -1, -1, 0);
OSD_Printf(OSDTEXT_YELLOW "E%dL%d: %s\n", ud.volume_number+1, ud.level_number+1,
MapInfo[mii].name);
Net_WaitForServer();
return 0;
}
void G_FreeMapState(int32_t mapnum)
{
map_t *mapinfo = &MapInfo[mapnum];
#if !defined LUNATIC
int32_t j;
#endif
if (mapinfo->savedstate == NULL)
return;
#if !defined LUNATIC
for (j=0; j<g_gameVarCount; j++)
{
if (aGameVars[j].dwFlags & GAMEVAR_NORESET) continue;
if (aGameVars[j].dwFlags & (GAMEVAR_PERPLAYER|GAMEVAR_PERACTOR))
{
if (mapinfo->savedstate->vars[j])
Bfree(mapinfo->savedstate->vars[j]);
}
}
#endif
Bfree(mapinfo->savedstate);
mapinfo->savedstate = NULL;
}