raze-gles/polymer/eduke32/source/premap.c
terminx 50c30ab790 Animation system overhaul part 1. This allows for an unlimited number of .anm/.ivf files to be defined via duke3d.def and played back at any time with the new CON commands. Syntax is currently as follows, but may change:
cutscene "somefile.anm" { delay 10 } // defines somefile.anm with a delay of 10 120Hz tics between frames. a more typical framerate method may come later, but this is how the originals worked.

Once defined, they can be played through CON with the new playback command, also called "cutscene". It works like this:

definequote 12345 somefile.anm
define ANIM_SOMEFILE 12345

...

cutscene ANIM_SOMEFILE // halts game execution and immediately plays cutscene, resuming execution when finished

...

Sounds can be played during animations (and tiles can be overlaid, etc) like this:

onevent EVENT_CUTSCENE
    ifcutscene ANIM_SOMEFILE
    {
        ifvare RETURN 12 // frame 12
            sound FLY_BY
        rotatesprite ...
    }
endevent

The value of the RETURN var at the end of EVENT_CUTSCENE determines the next frame to play. This can be used for looping, etc. Attempting to play animations backwards outright is not advised as animations only seek in one direction (so rewinding requires running it through from frame 0 again). This is will WIP and hasn't been heavily tested at all, so please try it out.

git-svn-id: https://svn.eduke32.com/eduke32@4987 1a8010ca-5511-0410-912e-c29ae57300e0
2015-02-11 05:22:07 +00:00

2027 lines
58 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "duke3d.h"
#include "game.h"
#include "common_game.h"
#include "osd.h"
#include "gamedef.h"
#include "premap.h"
#include "sounds.h"
#include "fx_man.h"
#include "gameexec.h"
#include "anim.h"
#include "menus.h"
#include "demo.h"
#ifdef LUNATIC
# include "lunatic_game.h"
#endif
halfdimen_t g_halfScreen;
int32_t g_halveScreenArea = 0;
static int32_t g_whichPalForPlayer = 9;
static uint8_t precachehightile[2][MAXTILES>>3];
static int32_t g_precacheCount;
extern int32_t g_levelTextTime;
static void flag_precache(int32_t tile, int32_t type)
{
if (!(gotpic[tile>>3] & pow2char[tile&7]))
g_precacheCount++;
gotpic[tile>>3] |= pow2char[tile&7];
precachehightile[type][tile>>3] |= pow2char[tile&7];
}
static void tloadtile(int32_t tilenume, int32_t type)
{
int32_t i,j;
if ((picanm[tilenume].sf&PICANM_ANIMTYPE_MASK)==PICANM_ANIMTYPE_BACK)
{
i = tilenume - picanm[tilenume].num;
j = tilenume;
}
else
{
i = tilenume;
j = tilenume + picanm[tilenume].num;
}
for (; i<=j; i++)
flag_precache(i, type);
}
static void G_CacheSpriteNum(int32_t i)
{
char maxc;
int32_t j;
if (ud.monsters_off && A_CheckEnemySprite(&sprite[i])) return;
maxc = 1;
for (j = PN; j <= g_tile[PN].cacherange; j++)
tloadtile(j,1);
switch (DYNAMICTILEMAP(PN))
{
case HYDRENT__STATIC:
tloadtile(BROKEFIREHYDRENT,1);
for (j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j,1);
break;
case TOILET__STATIC:
tloadtile(TOILETBROKE,1);
for (j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j,1);
break;
case STALL__STATIC:
tloadtile(STALLBROKE,1);
for (j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j,1);
break;
case RUBBERCAN__STATIC:
maxc = 2;
break;
case TOILETWATER__STATIC:
maxc = 4;
break;
case FEMPIC1__STATIC:
maxc = 44;
break;
case LIZTROOP__STATIC:
case LIZTROOPRUNNING__STATIC:
case LIZTROOPSHOOT__STATIC:
case LIZTROOPJETPACK__STATIC:
case LIZTROOPONTOILET__STATIC:
case LIZTROOPDUCKING__STATIC:
for (j = LIZTROOP; j < (LIZTROOP+72); j++) tloadtile(j,1);
for (j=HEADJIB1; j<LEGJIB1+3; j++) tloadtile(j,1);
maxc = 0;
break;
case WOODENHORSE__STATIC:
maxc = 5;
for (j = HORSEONSIDE; j < (HORSEONSIDE+4); j++) tloadtile(j,1);
break;
case NEWBEAST__STATIC:
case NEWBEASTSTAYPUT__STATIC:
maxc = 90;
break;
case BOSS1__STATIC:
case BOSS2__STATIC:
case BOSS3__STATIC:
maxc = 30;
break;
case OCTABRAIN__STATIC:
case OCTABRAINSTAYPUT__STATIC:
case COMMANDER__STATIC:
case COMMANDERSTAYPUT__STATIC:
maxc = 38;
break;
case RECON__STATIC:
maxc = 13;
break;
case PIGCOP__STATIC:
case PIGCOPDIVE__STATIC:
maxc = 61;
break;
case SHARK__STATIC:
maxc = 30;
break;
case LIZMAN__STATIC:
case LIZMANSPITTING__STATIC:
case LIZMANFEEDING__STATIC:
case LIZMANJUMP__STATIC:
for (j=LIZMANHEAD1; j<LIZMANLEG1+3; j++) tloadtile(j,1);
maxc = 80;
break;
case APLAYER__STATIC:
maxc = 0;
if ((g_netServer || ud.multimode > 1))
{
maxc = 5;
for (j = 1420; j < 1420+106; j++) tloadtile(j,1);
}
break;
case ATOMICHEALTH__STATIC:
maxc = 14;
break;
case DRONE__STATIC:
maxc = 10;
break;
case EXPLODINGBARREL__STATIC:
case SEENINE__STATIC:
case OOZFILTER__STATIC:
maxc = 3;
break;
case NUKEBARREL__STATIC:
case CAMERA1__STATIC:
maxc = 5;
break;
// caching of HUD sprites for weapons that may be in the level
case CHAINGUNSPRITE__STATIC:
for (j=CHAINGUN; j<=CHAINGUN+7; j++) tloadtile(j,1);
break;
case RPGSPRITE__STATIC:
for (j=RPGGUN; j<=RPGGUN+2; j++) tloadtile(j,1);
break;
case FREEZESPRITE__STATIC:
for (j=FREEZE; j<=FREEZE+5; j++) tloadtile(j,1);
break;
case GROWSPRITEICON__STATIC:
case SHRINKERSPRITE__STATIC:
for (j=SHRINKER-2; j<=SHRINKER+5; j++) tloadtile(j,1);
break;
case HBOMBAMMO__STATIC:
case HEAVYHBOMB__STATIC:
for (j=HANDREMOTE; j<=HANDREMOTE+5; j++) tloadtile(j,1);
break;
case TRIPBOMBSPRITE__STATIC:
for (j=HANDHOLDINGLASER; j<=HANDHOLDINGLASER+4; j++) tloadtile(j,1);
break;
case SHOTGUNSPRITE__STATIC:
tloadtile(SHOTGUNSHELL,1);
for (j=SHOTGUN; j<=SHOTGUN+6; j++) tloadtile(j,1);
break;
case DEVISTATORSPRITE__STATIC:
for (j=DEVISTATOR; j<=DEVISTATOR+1; j++) tloadtile(j,1);
break;
}
for (j = PN; j < (PN+maxc); j++) tloadtile(j,1);
}
static void G_PrecacheSprites(void)
{
int32_t i,j;
for (i=0; i<MAXTILES; i++)
{
if (g_tile[i].flags & SFLAG_PROJECTILE)
tloadtile(i,1);
if (A_CheckSpriteTileFlags(i, SFLAG_CACHE))
for (j = i; j <= g_tile[i].cacherange; j++)
tloadtile(j,1);
}
tloadtile(BOTTOMSTATUSBAR,1);
if ((g_netServer || ud.multimode > 1))
tloadtile(FRAGBAR,1);
tloadtile(VIEWSCREEN,1);
for (i=STARTALPHANUM; i<ENDALPHANUM+1; i++) tloadtile(i,1);
for (i=BIGALPHANUM-11; i<BIGALPHANUM+82; i++) tloadtile(i,1);
for (i=MINIFONT; i<MINIFONT+93; i++) tloadtile(i,1);
for (i=FOOTPRINTS; i<FOOTPRINTS+3; i++) tloadtile(i,1);
for (i = BURNING; i < BURNING+14; i++) tloadtile(i,1);
for (i = BURNING2; i < BURNING2+14; i++) tloadtile(i,1);
for (i = CRACKKNUCKLES; i < CRACKKNUCKLES+4; i++) tloadtile(i,1);
for (i = FIRSTGUN; i < FIRSTGUN+3 ; i++) tloadtile(i,1);
for (i = FIRSTGUNRELOAD; i < FIRSTGUNRELOAD+8 ; i++) tloadtile(i,1);
for (i = EXPLOSION2; i < EXPLOSION2+21 ; i++) tloadtile(i,1);
for (i = COOLEXPLOSION1; i < COOLEXPLOSION1+21 ; i++) tloadtile(i,1);
tloadtile(BULLETHOLE,1);
tloadtile(BLOODPOOL,1);
for (i = TRANSPORTERBEAM; i < (TRANSPORTERBEAM+6); i++) tloadtile(i,1);
for (i = SMALLSMOKE; i < (SMALLSMOKE+4); i++) tloadtile(i,1);
for (i = SHOTSPARK1; i < (SHOTSPARK1+4); i++) tloadtile(i,1);
for (i = BLOOD; i < (BLOOD+4); i++) tloadtile(i,1);
for (i = JIBS1; i < (JIBS5+5); i++) tloadtile(i,1);
for (i = JIBS6; i < (JIBS6+8); i++) tloadtile(i,1);
for (i = SCRAP1; i < (SCRAP1+29); i++) tloadtile(i,1);
tloadtile(FIRELASER,1);
for (i=TRANSPORTERSTAR; i<TRANSPORTERSTAR+6; i++) tloadtile(i,1);
for (i=FORCERIPPLE; i<(FORCERIPPLE+9); i++) tloadtile(i,1);
for (i=MENUSCREEN; i<DUKECAR; i++) tloadtile(i,1);
for (i=RPG; i<RPG+7; i++) tloadtile(i,1);
for (i=FREEZEBLAST; i<FREEZEBLAST+3; i++) tloadtile(i,1);
for (i=SHRINKSPARK; i<SHRINKSPARK+4; i++) tloadtile(i,1);
for (i=GROWSPARK; i<GROWSPARK+4; i++) tloadtile(i,1);
for (i=SHRINKEREXPLOSION; i<SHRINKEREXPLOSION+4; i++) tloadtile(i,1);
for (i=MORTER; i<MORTER+4; i++) tloadtile(i,1);
for (i=0; i<=60; i++) tloadtile(i,1);
}
// FIXME: this function is a piece of shit, needs specific sounds listed
static int32_t G_CacheSound(uint32_t num)
{
int16_t fp = -1;
int32_t l;
if (num >= MAXSOUNDS || !ud.config.SoundToggle) return 0;
if (EDUKE32_PREDICT_FALSE(!g_sounds[num].filename)) return 0;
#if defined HAVE_FLAC || defined HAVE_VORBIS
fp = S_UpgradeFormat(g_sounds[num].filename, g_loadFromGroupOnly);
if (fp == -1)
#endif
fp = kopen4loadfrommod(g_sounds[num].filename,g_loadFromGroupOnly);
if (fp == -1)
{
// OSD_Printf(OSDTEXT_RED "Sound %s(#%d) not found!\n",g_sounds[num].filename,num);
return 0;
}
l = kfilelength(fp);
g_sounds[num].soundsiz = l;
if ((ud.level_number == 0 && ud.volume_number == 0 && (num == 189 || num == 232 || num == 99 || num == 233 || num == 17)) ||
(l < 12288))
{
g_soundlocks[num] = 199;
allocache((intptr_t *)&g_sounds[num].ptr,l,(char *)&g_soundlocks[num]);
if (g_sounds[num].ptr != NULL)
kread(fp, g_sounds[num].ptr , l);
}
kclose(fp);
return 1;
}
static void G_PrecacheSounds(void)
{
int32_t i, j = 0;
for (i=MAXSOUNDS-1; i>=0; i--)
if (g_sounds[i].ptr == 0)
{
j++;
if ((j&7) == 0)
G_HandleAsync();
G_CacheSound(i);
}
}
static void G_DoLoadScreen(const char *statustext, int32_t percent)
{
int32_t i=0,j;
if (ud.recstat != 2)
{
j = VM_OnEventWithReturn(EVENT_GETLOADTILE, -1, myconnectindex, LOADSCREEN);
//g_player[myconnectindex].ps->palette = palette;
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 1); // JBF 20040308
if (!statustext)
{
i = ud.screen_size;
ud.screen_size = 0;
G_UpdateScreenArea();
clearallviews(0L);
}
if ((uint32_t)j < 2*MAXTILES)
{
clearallviews(0);
rotatesprite_fs(320<<15,200<<15,65536L,0, j > MAXTILES-1?j-MAXTILES:j,0,0,
2+8+64+BGSTRETCH);
}
else
{
nextpage();
return;
}
if (boardfilename[0] != 0 && ud.level_number == 7 && ud.volume_number == 0)
{
menutext(160,90,0,0,"Loading User Map");
gametextpal(160,90+10,boardfilename,14,2);
}
else
{
menutext(160,90,0,0,"Loading");
if (MapInfo[(ud.volume_number*MAXLEVELS) + ud.level_number].name != NULL)
menutext(160,90+16+8,0,0,MapInfo[(ud.volume_number*MAXLEVELS) + ud.level_number].name);
}
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_OnEventWithReturn(EVENT_DISPLAYLOADINGSCREEN, g_player[screenpeek].ps->i, screenpeek, percent);
nextpage();
if (!statustext)
{
KB_FlushKeyboardQueue();
ud.screen_size = i;
}
}
else
{
if (!statustext)
{
clearallviews(0L);
//g_player[myconnectindex].ps->palette = palette;
//G_FadePalette(0,0,0,0);
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); // JBF 20040308
}
/*Gv_SetVar(g_iReturnVarID,LOADSCREEN, -1, -1);*/
j = VM_OnEventWithReturn(EVENT_GETLOADTILE, -1, myconnectindex, LOADSCREEN);
if ((uint32_t)j < 2*MAXTILES)
{
rotatesprite_fs(320<<15,200<<15,65536L, 0,j > MAXTILES-1?j-MAXTILES:j,0,0,
2+8+64+BGSTRETCH);
}
else
{
nextpage();
return;
}
menutext(160,105,0,0,"Loading...");
if (statustext) gametext(160,180,statustext,0,2+8+16);
VM_OnEventWithReturn(EVENT_DISPLAYLOADINGSCREEN, g_player[screenpeek].ps->i, screenpeek, percent);
nextpage();
}
}
extern void G_SetCrosshairColor(int32_t r, int32_t g, int32_t b);
extern palette_t CrosshairColors;
void G_CacheMapData(void)
{
int32_t i,j,pc=0;
int32_t tc;
uint32_t starttime, endtime;
if (ud.recstat == 2)
return;
S_PauseMusic(1);
if (MapInfo[MUS_LOADING].musicfn)
{
S_StopMusic();
S_PlayMusic(MapInfo[MUS_LOADING].musicfn);
}
starttime = getticks();
G_PrecacheSounds();
G_PrecacheSprites();
for (i=0; i<numwalls; i++)
{
tloadtile(wall[i].picnum, 0);
if (wall[i].overpicnum >= 0)
{
tloadtile(wall[i].overpicnum, 0);
}
}
for (i=0; i<numsectors; i++)
{
tloadtile(sector[i].floorpicnum, 0);
tloadtile(sector[i].ceilingpicnum, 0);
if (sector[i].ceilingpicnum == LA) // JBF 20040509: if( waloff[sector[i].ceilingpicnum] == LA) WTF?!?!?!?
{
tloadtile(LA+1, 0);
tloadtile(LA+2, 0);
}
for (SPRITES_OF_SECT(i, j))
if (sprite[j].xrepeat != 0 && sprite[j].yrepeat != 0 && (sprite[j].cstat&32768) == 0)
G_CacheSpriteNum(j);
}
tc = totalclock;
j = 0;
for (i=0; i<MAXTILES; i++)
{
if (!(i&7) && !gotpic[i>>3])
{
i+=7;
continue;
}
if (gotpic[i>>3] & pow2char[i&7])
{
if (waloff[i] == 0)
loadtile((int16_t)i);
#ifdef USE_OPENGL
// PRECACHE
if (ud.config.useprecache && bpp > 8)
{
int32_t k,type;
for (type=0; type<=1; type++)
if (precachehightile[type][i>>3] & pow2char[i&7])
{
k = 0;
for (k=0; k<MAXPALOOKUPS-RESERVEDPALS && !KB_KeyPressed(sc_Space); k++)
{
// this is the CROSSHAIR_PAL, see comment in game.c
if (k == MAXPALOOKUPS-RESERVEDPALS-1)
break;
#ifdef POLYMER
if (getrendermode() != REND_POLYMER || !polymer_havehighpalookup(0, k))
#endif
polymost_precache(i,k,type);
}
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, tabledivide32_noinline(100 * pc, g_precacheCount));
Bsprintf(tempbuf,"Loaded %d%% (%d/%d textures)\n",tc,pc,g_precacheCount);
G_DoLoadScreen(tempbuf, tc);
tc = totalclock;
}
}
Bmemset(gotpic, 0, sizeof(gotpic));
endtime = getticks();
OSD_Printf("Cache time: %dms\n", endtime-starttime);
}
void G_UpdateScreenArea(void)
{
if (!in3dmode())
return;
ud.screen_size = clamp(ud.screen_size, 0, 64);
if (ud.screen_size == 0)
flushperms();
{
const int32_t ss = max(ud.screen_size-8,0);
const int32_t x1 = scale(ss,xdim,160);
int32_t x2 = xdim-x1;
int32_t y1 = ss;
int32_t y2 = 200;
if (ud.screen_size > 0 && (GametypeFlags[ud.coop]&GAMETYPE_FRAGBAR) && (g_netServer || ud.multimode > 1))
{
int32_t i, j = 0;
for (TRAVERSE_CONNECT(i))
if (i > j) j = i;
if (j >= 1) y1 += 8;
if (j >= 4) y1 += 8;
if (j >= 8) y1 += 8;
if (j >= 12) y1 += 8;
}
if (ud.screen_size >= 8 && ud.statusbarmode==0)
y2 -= (ss+scale(tilesiz[BOTTOMSTATUSBAR].y,ud.statusbarscale,100));
y1 = scale(y1,ydim,200);
y2 = scale(y2,ydim,200)+(getrendermode() != REND_CLASSIC);
if (g_halveScreenArea)
{
int32_t ourxdimen=x2-x1, ourydimen=y2-y1;
g_halfScreen.x1 = x1;
g_halfScreen.y1 = y1;
g_halfScreen.xdimen = (ourxdimen>>1);
g_halfScreen.ydimen = (ourydimen>>1);
x2 = x1 + (ourxdimen>>1);
y2 = y1 + (ourydimen>>1);
}
setview(x1,y1,x2-1,y2-1);
}
G_GetCrosshairColor();
G_SetCrosshairColor(CrosshairColors.r, CrosshairColors.g, CrosshairColors.b);
pub = NUMPAGES;
pus = NUMPAGES;
}
void P_RandomSpawnPoint(int32_t snum)
{
DukePlayer_t *p = g_player[snum].ps;
int32_t i=snum,j,k;
uint32_t dist,pdist = -1;
if ((g_netServer || ud.multimode > 1) && !(GametypeFlags[ud.coop] & GAMETYPE_FIXEDRESPAWN))
{
i = krand()%g_numPlayerSprites;
if (GametypeFlags[ud.coop] & GAMETYPE_TDMSPAWN)
{
for (j=0; j<ud.multimode; j++)
{
if (j != snum && g_player[j].ps->team == p->team && sprite[g_player[j].ps->i].extra > 0)
{
for (k=0; k<g_numPlayerSprites; k++)
{
dist = FindDistance2D(g_player[j].ps->pos.x-g_playerSpawnPoints[k].pos.x,g_player[j].ps->pos.y-g_playerSpawnPoints[k].pos.y);
if (dist < pdist)
i = k, pdist = dist;
}
break;
}
}
}
}
p->bobpos.x = p->opos.x = p->pos.x = g_playerSpawnPoints[i].pos.x;
p->bobpos.y = p->opos.y = p->pos.y = g_playerSpawnPoints[i].pos.y;
p->opos.z = p->pos.z = g_playerSpawnPoints[i].pos.z;
p->ang = g_playerSpawnPoints[i].ang;
p->cursectnum = g_playerSpawnPoints[i].sect;
sprite[p->i].cstat = 1+256;
}
static inline void P_ResetTintFade(DukePlayer_t *ps)
{
ps->pals.f = 0;
#ifdef LUNATIC
ps->palsfadeprio = 0;
#endif
}
void P_ResetPlayer(int32_t snum)
{
vec3_t tmpvect;
DukePlayer_t *const pl = g_player[snum].ps;
spritetype *const sp = &sprite[pl->i];
tmpvect.x = pl->pos.x;
tmpvect.y = pl->pos.y;
tmpvect.z = pl->pos.z+PHEIGHT;
P_RandomSpawnPoint(snum);
sp->x = actor[pl->i].bpos.x = pl->bobpos.x = pl->opos.x = pl->pos.x;
sp->y = actor[pl->i].bpos.y = pl->bobpos.y = pl->opos.y = pl->pos.y;
sp->z = actor[pl->i].bpos.y = pl->opos.z =pl->pos.z;
updatesector(pl->pos.x,pl->pos.y,&pl->cursectnum);
setsprite(pl->i,&tmpvect);
sp->cstat = 257;
sp->shade = -12;
sp->clipdist = 64;
sp->xrepeat = 42;
sp->yrepeat = 36;
sp->owner = pl->i;
sp->xoffset = 0;
sp->pal = pl->palookup;
pl->last_extra = sp->extra = pl->max_player_health;
pl->wantweaponfire = -1;
pl->horiz = 100;
pl->on_crane = -1;
pl->frag_ps = snum;
pl->horizoff = 0;
pl->opyoff = 0;
pl->wackedbyactor = -1;
pl->inv_amount[GET_SHIELD] = g_startArmorAmount;
pl->dead_flag = 0;
pl->footprintcount = 0;
pl->weapreccnt = 0;
pl->fta = 0;
pl->ftq = 0;
pl->vel.x = pl->vel.y = 0;
pl->rotscrnang = 0;
pl->runspeed = g_playerFriction;
pl->falling_counter = 0;
P_ResetTintFade(pl);
actor[pl->i].extra = -1;
actor[pl->i].owner = pl->i;
actor[pl->i].cgg = 0;
actor[pl->i].movflag = 0;
actor[pl->i].tempang = 0;
actor[pl->i].actorstayput = -1;
actor[pl->i].dispicnum = 0;
actor[pl->i].owner = pl->i;
actor[pl->i].t_data[4] = 0;
P_ResetInventory(snum);
P_ResetWeapons(snum);
pl->reloading = 0;
pl->movement_lock = 0;
VM_OnEvent(EVENT_RESETPLAYER, pl->i, snum);
}
void P_ResetStatus(int32_t snum)
{
DukePlayer_t *p = g_player[snum].ps;
ud.show_help = 0;
ud.showallmap = 0;
p->dead_flag = 0;
p->wackedbyactor = -1;
p->falling_counter = 0;
p->quick_kick = 0;
p->subweapon = 0;
p->last_full_weapon = 0;
p->ftq = 0;
p->fta = 0;
p->tipincs = 0;
p->buttonpalette = 0;
p->actorsqu =-1;
p->invdisptime = 0;
p->refresh_inventory= 0;
p->last_pissed_time = 0;
p->holster_weapon = 0;
p->pycount = 0;
p->pyoff = 0;
p->opyoff = 0;
p->loogcnt = 0;
p->angvel = 0;
p->weapon_sway = 0;
p->extra_extra8 = 0;
p->show_empty_weapon= 0;
p->dummyplayersprite=-1;
p->crack_time = 0;
p->hbomb_hold_delay = 0;
p->transporter_hold = 0;
p->wantweaponfire = -1;
p->hurt_delay = 0;
p->footprintcount = 0;
p->footprintpal = 0;
p->footprintshade = 0;
p->jumping_toggle = 0;
p->ohoriz = p->horiz= 140;
p->horizoff = 0;
p->bobcounter = 0;
p->on_ground = 0;
p->player_par = 0;
p->return_to_center = 9;
p->airleft = 15*GAMETICSPERSEC;
p->rapid_fire_hold = 0;
p->toggle_key_flag = 0;
p->access_spritenum = -1;
if ((g_netServer || ud.multimode > 1) && (GametypeFlags[ud.coop] & GAMETYPE_ACCESSATSTART))
p->got_access = 7;
else p->got_access = 0;
p->random_club_frame= 0;
pus = 1;
p->on_warping_sector = 0;
p->spritebridge = 0;
p->sbs = 0;
p->palette = BASEPAL;
if (p->inv_amount[GET_STEROIDS] < 400)
{
p->inv_amount[GET_STEROIDS] = 0;
p->inven_icon = ICON_NONE;
}
p->heat_on = 0;
p->jetpack_on = 0;
p->holoduke_on = -1;
p->look_ang = 512 - ((ud.level_number&1)<<10);
p->rotscrnang = 0;
p->orotscrnang = 1; // JBF 20031220
p->newowner =-1;
p->jumping_counter = 0;
p->hard_landing = 0;
p->vel.x = 0;
p->vel.y = 0;
p->vel.z = 0;
p->fric.x = 0;
p->fric.y = 0;
p->somethingonplayer =-1;
p->one_eighty_count = 0;
p->cheat_phase = 0;
p->on_crane = -1;
if ((PWEAPON(snum, p->curr_weapon, WorksLike) == PISTOL_WEAPON) &&
(PWEAPON(snum, p->curr_weapon, Reload) > PWEAPON(snum, p->curr_weapon, TotalTime)))
p->kickback_pic = PWEAPON(snum, p->curr_weapon, TotalTime);
else p->kickback_pic = 0;
p->weapon_pos = WEAPON_POS_START;
p->walking_snd_toggle= 0;
p->weapon_ang = 0;
p->knuckle_incs = 1;
p->fist_incs = 0;
p->knee_incs = 0;
p->jetpack_on = 0;
p->reloading = 0;
p->movement_lock = 0;
p->frag_ps = snum;
P_UpdateScreenPal(p);
VM_OnEvent(EVENT_RESETPLAYER, p->i, snum);
}
void P_ResetWeapons(int32_t snum)
{
int32_t weapon;
DukePlayer_t *p = g_player[snum].ps;
for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++)
p->ammo_amount[weapon] = 0;
p->weapon_pos = WEAPON_POS_START;
p->curr_weapon = PISTOL_WEAPON;
p->kickback_pic = PWEAPON(snum, p->curr_weapon, TotalTime);
p->gotweapon = ((1<<PISTOL_WEAPON) | (1<<KNEE_WEAPON) | (1<<HANDREMOTE_WEAPON));
p->ammo_amount[PISTOL_WEAPON] = min(p->max_ammo_amount[PISTOL_WEAPON], 48);
p->last_weapon = -1;
p->show_empty_weapon= 0;
p->last_pissed_time = 0;
p->holster_weapon = 0;
VM_OnEvent(EVENT_RESETWEAPONS, p->i, snum);
}
void P_ResetInventory(int32_t snum)
{
DukePlayer_t *p = g_player[snum].ps;
Bmemset(p->inv_amount, 0, sizeof(p->inv_amount));
p->scuba_on = 0;
p->heat_on = 0;
p->jetpack_on = 0;
p->holoduke_on = -1;
p->inv_amount[GET_SHIELD] = g_startArmorAmount;
p->inven_icon = ICON_NONE;
VM_OnEvent(EVENT_RESETINVENTORY, p->i, snum);
}
static void resetprestat(int32_t snum,int32_t g)
{
DukePlayer_t *p = g_player[snum].ps;
int32_t i;
g_spriteDeleteQueuePos = 0;
for (i=0; i<g_spriteDeleteQueueSize; i++) SpriteDeletionQueue[i] = -1;
p->hbomb_on = 0;
p->cheat_phase = 0;
p->toggle_key_flag = 0;
p->secret_rooms = 0;
p->max_secret_rooms = 0;
p->actors_killed = 0;
p->max_actors_killed = 0;
p->lastrandomspot = 0;
p->weapon_pos = WEAPON_POS_START;
P_ResetTintFade(p);
if ((PWEAPON(snum, p->curr_weapon, WorksLike) == PISTOL_WEAPON) &&
(PWEAPON(snum, p->curr_weapon, Reload) > PWEAPON(snum, p->curr_weapon, TotalTime)))
p->kickback_pic = PWEAPON(snum, p->curr_weapon, TotalTime);
else p->kickback_pic = 0;
p->last_weapon = -1;
p->weapreccnt = 0;
p->interface_toggle_flag = 0;
p->show_empty_weapon= 0;
p->holster_weapon = 0;
p->last_pissed_time = 0;
p->one_parallax_sectnum = -1;
p->visibility = ud.const_visibility;
screenpeek = myconnectindex;
g_numAnimWalls = 0;
g_numCyclers = 0;
g_animateCount = 0;
parallaxtype = 0;
randomseed = 1996;
ud.pause_on = 0;
ud.camerasprite =-1;
ud.eog = 0;
tempwallptr = 0;
g_curViewscreen =-1;
g_earthquakeTime = 0;
g_numInterpolations = 0;
startofdynamicinterpolations = 0;
if (((g&MODE_EOL) != MODE_EOL && numplayers < 2 && !g_netServer) ||
(!(GametypeFlags[ud.coop]&GAMETYPE_PRESERVEINVENTORYDEATH) && numplayers > 1))
{
P_ResetWeapons(snum);
P_ResetInventory(snum);
}
else if (PWEAPON(snum, p->curr_weapon, WorksLike) == HANDREMOTE_WEAPON)
{
p->ammo_amount[HANDBOMB_WEAPON]++;
p->curr_weapon = HANDBOMB_WEAPON;
}
p->timebeforeexit = 0;
p->customexitsound = 0;
}
// Tweak sprites contained in moving sectors with these SE lotags.
#define FIXSPR_SELOTAGP(k) \
((k)==SE_0_ROTATING_SECTOR \
|| (k)==SE_6_SUBWAY \
|| (k)==SE_14_SUBWAY_CAR)
// Set up sprites in moving sectors that are to be fixed wrt a certain pivot
// position and should not diverge from it due to roundoff error in the future.
// Has to be after the spawning stuff.
static void G_SetupRotfixedSprites(void)
{
int32_t i;
for (i=headspritestat[STAT_EFFECTOR]; i>=0; i=nextspritestat[i])
{
if (FIXSPR_SELOTAGP(sprite[i].lotag))
{
#ifdef YAX_ENABLE
int32_t firstrun = 1;
#endif
int32_t j = headspritesect[sprite[i].sectnum];
while (j>=0)
{
const spritetype *const spr = &sprite[j];
// TRIPBOMB uses t_data[7] for its own purposes. Wouldn't be
// too useful with moving sectors anyway
if ((ROTFIXSPR_STATNUMP(spr->statnum) && spr->picnum!=TRIPBOMB) ||
((spr->statnum==STAT_ACTOR || spr->statnum==STAT_ZOMBIEACTOR) &&
A_CheckSpriteTileFlags(spr->picnum, SFLAG_ROTFIXED)))
{
int32_t pivot = i;
if (sprite[i].lotag==0)
pivot = sprite[i].owner;
if (j!=i && j!=pivot && pivot>=0 && pivot<MAXSPRITES)
{
// let's hope we don't step on anyone's toes here
actor[j].t_data[7] = ROTFIXSPR_MAGIC | pivot; // 'rs' magic + pivot SE sprite index
actor[j].t_data[8] = spr->x - sprite[pivot].x;
actor[j].t_data[9] = spr->y - sprite[pivot].y;
}
}
j = nextspritesect[j];
#ifdef YAX_ENABLE
if (j<0 && firstrun)
if (sprite[i].lotag==SE_6_SUBWAY || sprite[i].lotag==SE_14_SUBWAY_CAR)
{
firstrun = 0;
j = actor[i].t_data[9];
if (j >= 0)
j = headspritesect[j];
}
#endif
}
}
}
}
static inline int32_t G_CheckExitSprite(int32_t i)
{
return (sprite[i].lotag == UINT16_MAX && (sprite[i].cstat&16));
}
static void prelevel(char g)
{
int32_t i, nexti, j, startwall, endwall;
int32_t switchpicnum;
uint8_t *tagbitmap = (uint8_t *)Xcalloc(65536>>3, 1);
Bmemset(show2dsector, 0, sizeof(show2dsector));
#ifdef LEGACY_ROR
Bmemset(ror_protectedsectors, 0, MAXSECTORS);
#endif
resetprestat(0,g);
g_numClouds = 0;
G_SetupGlobalPsky();
for (i=0; i<numsectors; i++)
{
sector[i].extra = 256;
switch (sector[i].lotag)
{
case ST_20_CEILING_DOOR:
case ST_22_SPLITTING_DOOR:
if (sector[i].floorz > sector[i].ceilingz)
sector[i].lotag |= 32768;
continue;
}
if (sector[i].ceilingstat&1)
{
if (waloff[sector[i].ceilingpicnum] == 0)
{
if (sector[i].ceilingpicnum == LA)
for (j=0; j<5; j++)
tloadtile(sector[i].ceilingpicnum+j, 0);
}
if (sector[i].ceilingpicnum == CLOUDYSKIES && g_numClouds < 127)
clouds[g_numClouds++] = i;
if (g_player[0].ps->one_parallax_sectnum == -1)
g_player[0].ps->one_parallax_sectnum = i;
}
if (sector[i].lotag == 32767) //Found a secret room
{
g_player[0].ps->max_secret_rooms++;
continue;
}
if (sector[i].lotag == UINT16_MAX)
{
g_player[0].ps->exitx = wall[sector[i].wallptr].x;
g_player[0].ps->exity = wall[sector[i].wallptr].y;
continue;
}
}
// NOTE: must be safe loop because callbacks could delete sprites.
for (SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nexti))
{
A_ResetVars(i);
#if !defined LUNATIC
A_LoadActor(i);
#endif
VM_OnEvent(EVENT_LOADACTOR, i, -1);
if (G_CheckExitSprite(i))
{
g_player[0].ps->exitx = SX;
g_player[0].ps->exity = SY;
}
else switch (DYNAMICTILEMAP(PN))
{
case GPSPEED__STATIC:
// DELETE_AFTER_LOADACTOR. Must not change statnum.
sector[SECT].extra = SLT;
break;
case CYCLER__STATIC:
// DELETE_AFTER_LOADACTOR. Must not change statnum.
if (g_numCyclers >= MAXCYCLERS)
{
Bsprintf(tempbuf,"\nToo many cycling sectors (%d max).",MAXCYCLERS);
G_GameExit(tempbuf);
}
cyclers[g_numCyclers][0] = SECT;
cyclers[g_numCyclers][1] = SLT;
cyclers[g_numCyclers][2] = SS;
cyclers[g_numCyclers][3] = sector[SECT].floorshade;
cyclers[g_numCyclers][4] = SHT;
cyclers[g_numCyclers][5] = (SA == 1536);
g_numCyclers++;
break;
case SECTOREFFECTOR__STATIC:
case ACTIVATOR__STATIC:
case TOUCHPLATE__STATIC:
case ACTIVATORLOCKED__STATIC:
case MUSICANDSFX__STATIC:
case LOCATORS__STATIC:
case MASTERSWITCH__STATIC:
case RESPAWN__STATIC:
sprite[i].cstat &= ~(1|256);
break;
}
}
// Delete some effector / effector modifier sprites AFTER the loop running
// the LOADACTOR events. DELETE_AFTER_LOADACTOR.
for (SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nexti))
if (!G_CheckExitSprite(i))
switch (DYNAMICTILEMAP(PN))
{
case GPSPEED__STATIC:
case CYCLER__STATIC:
A_DeleteSprite(i);
break;
}
for (i = 0; i < MAXSPRITES; i++)
{
if (sprite[i].statnum < MAXSTATUS && (PN != SECTOREFFECTOR || SLT != SE_14_SUBWAY_CAR))
A_Spawn(-1, i);
}
for (i = 0; i < MAXSPRITES; i++)
{
if (sprite[i].statnum < MAXSTATUS && PN == SECTOREFFECTOR && SLT == SE_14_SUBWAY_CAR)
A_Spawn(-1, i);
}
G_SetupRotfixedSprites();
for (i=headspritestat[STAT_DEFAULT]; i>=0; i=nextspritestat[i])
{
int32_t ii;
if (PN <= 0) // oob safety for switch below
continue;
for (ii=0; ii<2; ii++)
switch (DYNAMICTILEMAP(PN-1+ii))
{
case DIPSWITCH__STATIC:
case DIPSWITCH2__STATIC:
case PULLSWITCH__STATIC:
case HANDSWITCH__STATIC:
case SLOTDOOR__STATIC:
case LIGHTSWITCH__STATIC:
case SPACELIGHTSWITCH__STATIC:
case SPACEDOORSWITCH__STATIC:
case FRANKENSTINESWITCH__STATIC:
case LIGHTSWITCH2__STATIC:
case POWERSWITCH1__STATIC:
case LOCKSWITCH1__STATIC:
case POWERSWITCH2__STATIC:
// the lower code only for the 'on' state (*)
if (ii==0)
{
j = sprite[i].lotag;
tagbitmap[j>>3] |= 1<<(j&7);
}
break;
}
}
// initially 'on' SE 12 light (*)
for (j=headspritestat[STAT_EFFECTOR]; j>=0; j=nextspritestat[j])
{
int32_t t = sprite[j].hitag;
if (sprite[j].lotag == SE_12_LIGHT_SWITCH && tagbitmap[t>>3]&(1<<(t&7)))
actor[j].t_data[0] = 1;
}
Bfree(tagbitmap);
g_mirrorCount = 0;
for (i = 0; i < numwalls; i++)
{
walltype *wal;
wal = &wall[i];
if (wal->overpicnum == MIRROR && (wal->cstat&32) != 0)
{
j = wal->nextsector;
if ((j >= 0) && sector[j].ceilingpicnum != MIRROR)
{
if (g_mirrorCount > 63)
G_GameExit("\nToo many mirrors (64 max.)");
sector[j].ceilingpicnum = MIRROR;
sector[j].floorpicnum = MIRROR;
g_mirrorWall[g_mirrorCount] = i;
g_mirrorSector[g_mirrorCount] = j;
g_mirrorCount++;
continue;
}
}
if (g_numAnimWalls >= MAXANIMWALLS)
{
Bsprintf(tempbuf,"\nToo many 'anim' walls (%d max).",MAXANIMWALLS);
G_GameExit(tempbuf);
}
animwall[g_numAnimWalls].tag = 0;
animwall[g_numAnimWalls].wallnum = 0;
switchpicnum = G_GetForcefieldPicnum(i);
if (switchpicnum >= 0)
{
switch (DYNAMICTILEMAP(switchpicnum))
{
case FANSHADOW__STATIC:
case FANSPRITE__STATIC:
wall->cstat |= 65;
animwall[g_numAnimWalls].wallnum = i;
g_numAnimWalls++;
break;
case W_FORCEFIELD__STATIC:
if (wal->overpicnum==W_FORCEFIELD__STATIC)
for (j=0; j<3; j++)
tloadtile(W_FORCEFIELD+j, 0);
if (wal->shade > 31)
wal->cstat = 0;
else wal->cstat |= FORCEFIELD_CSTAT|256;
if (wal->lotag && wal->nextwall >= 0)
wall[wal->nextwall].lotag =
wal->lotag;
case BIGFORCE__STATIC:
animwall[g_numAnimWalls].wallnum = i;
g_numAnimWalls++;
continue;
}
}
wal->extra = -1;
switch (DYNAMICTILEMAP(wal->picnum))
{
case WATERTILE2__STATIC:
for (j=0; j<3; j++)
tloadtile(wal->picnum+j, 0);
break;
case TECHLIGHT2__STATIC:
case TECHLIGHT4__STATIC:
tloadtile(wal->picnum, 0);
break;
case W_TECHWALL1__STATIC:
case W_TECHWALL2__STATIC:
case W_TECHWALL3__STATIC:
case W_TECHWALL4__STATIC:
animwall[g_numAnimWalls].wallnum = i;
// animwall[g_numAnimWalls].tag = -1;
g_numAnimWalls++;
break;
case SCREENBREAK6__STATIC:
case SCREENBREAK7__STATIC:
case SCREENBREAK8__STATIC:
for (j=SCREENBREAK6; j<SCREENBREAK9; j++)
tloadtile(j, 0);
animwall[g_numAnimWalls].wallnum = i;
animwall[g_numAnimWalls].tag = -1;
g_numAnimWalls++;
break;
case FEMPIC1__STATIC:
case FEMPIC2__STATIC:
case FEMPIC3__STATIC:
wal->extra = wal->picnum;
animwall[g_numAnimWalls].tag = -1;
if (ud.lockout)
{
if (wal->picnum == FEMPIC1)
wal->picnum = BLANKSCREEN;
else wal->picnum = SCREENBREAK6;
}
animwall[g_numAnimWalls].wallnum = i;
animwall[g_numAnimWalls].tag = wal->picnum;
g_numAnimWalls++;
break;
case SCREENBREAK1__STATIC:
case SCREENBREAK2__STATIC:
case SCREENBREAK3__STATIC:
case SCREENBREAK4__STATIC:
case SCREENBREAK5__STATIC:
//
case SCREENBREAK9__STATIC:
case SCREENBREAK10__STATIC:
case SCREENBREAK11__STATIC:
case SCREENBREAK12__STATIC:
case SCREENBREAK13__STATIC:
case SCREENBREAK14__STATIC:
case SCREENBREAK15__STATIC:
case SCREENBREAK16__STATIC:
case SCREENBREAK17__STATIC:
case SCREENBREAK18__STATIC:
case SCREENBREAK19__STATIC:
animwall[g_numAnimWalls].wallnum = i;
animwall[g_numAnimWalls].tag = wal->picnum;
g_numAnimWalls++;
break;
}
}
//Invalidate textures in sector behind mirror
for (i=0; i<g_mirrorCount; i++)
{
startwall = sector[g_mirrorSector[i]].wallptr;
endwall = startwall + sector[g_mirrorSector[i]].wallnum;
for (j=startwall; j<endwall; j++)
{
wall[j].picnum = MIRROR;
wall[j].overpicnum = MIRROR;
if (wall[g_mirrorWall[i]].pal == 4)
wall[j].pal = 4;
}
}
}
void G_NewGame(int32_t vn, int32_t ln, int32_t sk)
{
DukePlayer_t *p = g_player[0].ps;
int32_t i;
G_HandleAsync();
if (g_skillSoundVoice >= 0 && ud.config.SoundToggle)
{
while (FX_SoundActive(g_skillSoundVoice))
G_HandleAsync();
}
g_skillSoundVoice = -1;
ready2send = 0;
if (ud.m_recstat != 2 && ud.last_level >= 0 && (g_netServer || ud.multimode > 1) && (ud.coop&GAMETYPE_SCORESHEET))
G_BonusScreen(1);
if (ln == 0 && vn == 3 && (!g_netServer && ud.multimode < 2) && ud.lockout == 0
&& (G_GetLogoFlags() & LOGO_NOE4CUTSCENE)==0)
{
S_PlayMusic(MapInfo[MUS_BRIEFING].musicfn);
flushperms();
setview(0,0,xdim-1,ydim-1);
clearview(0L);
nextpage();
i = G_PlayAnim("vol41a.anm");
clearview(0L);
nextpage();
if (i)
goto end_vol4a;
i = G_PlayAnim("vol42a.anm");
clearview(0L);
nextpage();
if (i)
goto end_vol4a;
G_PlayAnim("vol43a.anm");
clearview(0L);
nextpage();
end_vol4a:
FX_StopAllSounds();
}
g_showShareware = GAMETICSPERSEC*34;
ud.level_number = ln;
ud.volume_number = vn;
ud.player_skill = sk;
ud.secretlevel = 0;
ud.from_bonus = 0;
ud.last_level = -1;
g_lastSaveSlot = -1;
#ifdef EDUKE32_TOUCH_DEVICES
p->zoom = 360;
#else
p->zoom = 768;
#endif
p->gm = 0;
M_CloseMenu(0);
#if !defined LUNATIC
//AddLog("Newgame");
Gv_ResetVars();
Gv_InitWeaponPointers();
// PK: Gv_ResetVars() might trip up the system (pointer) gamevars,
// e.g. if some earlier-version CON code had been loaded before
Gv_RefreshPointers();
#endif
Gv_ResetSystemDefaults();
for (i=0; i<(MAXVOLUMES*MAXLEVELS); i++)
if (MapInfo[i].savedstate)
{
Baligned_free(MapInfo[i].savedstate);
MapInfo[i].savedstate = NULL;
}
if (ud.m_coop != 1)
{
for (i=0; i<MAX_WEAPONS; i++)
{
if (PWEAPON(0, i, WorksLike)==PISTOL_WEAPON)
{
p->curr_weapon = i;
p->gotweapon |= (1<<i);
p->ammo_amount[i] = min(p->max_ammo_amount[i], 48);
}
else if (PWEAPON(0, i, WorksLike)==KNEE_WEAPON)
p->gotweapon |= (1<<i);
else if (PWEAPON(0, i, WorksLike)==HANDREMOTE_WEAPON)
p->gotweapon |= (1<<i);
}
p->last_weapon = -1;
}
display_mirror = 0;
#ifdef LUNATIC
// NOTE: Lunatic state creation is relatively early. No map has yet been loaded.
// XXX: What about the cases where G_EnterLevel() is called without a preceding G_NewGame()?
El_CreateGameState();
G_PostCreateGameState();
#endif
VM_OnEvent(EVENT_NEWGAME, g_player[myconnectindex].ps->i, myconnectindex);
}
static void resetpspritevars(char g)
{
int16_t i, j; //circ;
uint8_t aimmode[MAXPLAYERS],autoaim[MAXPLAYERS],weaponswitch[MAXPLAYERS];
DukeStatus_t tsbar[MAXPLAYERS];
if (g_player[0].ps->cursectnum >= 0) // < 0 may happen if we start a map in void space (e.g. testing it)
{
A_InsertSprite(g_player[0].ps->cursectnum,g_player[0].ps->pos.x,g_player[0].ps->pos.y,g_player[0].ps->pos.z,
APLAYER,0,0,0,g_player[0].ps->ang,0,0,0,10);
}
if (ud.recstat != 2)
for (TRAVERSE_CONNECT(i))
{
aimmode[i] = g_player[i].ps->aim_mode;
autoaim[i] = g_player[i].ps->auto_aim;
weaponswitch[i] = g_player[i].ps->weaponswitch;
if ((g_netServer || ud.multimode > 1) && (GametypeFlags[ud.coop]&GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0)
{
for (j=0; j<MAX_WEAPONS; j++)
tsbar[i].ammo_amount[j] = g_player[i].ps->ammo_amount[j];
tsbar[i].gotweapon = g_player[i].ps->gotweapon;
Bmemcpy(tsbar[i].inv_amount, g_player[i].ps->inv_amount, sizeof(tsbar[i].inv_amount));
tsbar[i].curr_weapon = g_player[i].ps->curr_weapon;
tsbar[i].inven_icon = g_player[i].ps->inven_icon;
}
}
P_ResetStatus(0);
for (TRAVERSE_CONNECT(i))
if (i) Bmemcpy(g_player[i].ps,g_player[0].ps,sizeof(DukePlayer_t));
if (ud.recstat != 2)
for (TRAVERSE_CONNECT(i))
{
g_player[i].ps->aim_mode = aimmode[i];
g_player[i].ps->auto_aim = autoaim[i];
g_player[i].ps->weaponswitch = weaponswitch[i];
if ((g_netServer || ud.multimode > 1) && (GametypeFlags[ud.coop]&GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0)
{
for (j=0; j<MAX_WEAPONS; j++)
g_player[i].ps->ammo_amount[j] = tsbar[i].ammo_amount[j];
g_player[i].ps->gotweapon = tsbar[i].gotweapon;
g_player[i].ps->curr_weapon = tsbar[i].curr_weapon;
g_player[i].ps->inven_icon = tsbar[i].inven_icon;
Bmemcpy(g_player[i].ps->inv_amount, tsbar[i].inv_amount, sizeof(tsbar[i].inv_amount));
}
}
g_numPlayerSprites = 0;
// circ = 2048/ud.multimode;
g_whichPalForPlayer = 9;
j = 0;
i = headspritestat[STAT_PLAYER];
while (i >= 0)
{
const int32_t nexti = nextspritestat[i];
spritetype *const s = &sprite[i];
if (g_numPlayerSprites == MAXPLAYERS)
G_GameExit("\nToo many player sprites (max 16.)");
g_playerSpawnPoints[g_numPlayerSprites].pos.x = s->x;
g_playerSpawnPoints[g_numPlayerSprites].pos.y = s->y;
g_playerSpawnPoints[g_numPlayerSprites].pos.z = s->z;
g_playerSpawnPoints[g_numPlayerSprites].ang = s->ang;
g_playerSpawnPoints[g_numPlayerSprites].sect = s->sectnum;
g_numPlayerSprites++;
if (j < MAXPLAYERS)
{
s->owner = i;
s->shade = 0;
s->xrepeat = 42;
s->yrepeat = 36;
if (!g_fakeMultiMode)
s->cstat = j < numplayers ? 1+256 : 32768;
else
s->cstat = j < ud.multimode ? 1+256 : 32768;
s->xoffset = 0;
s->clipdist = 64;
// if (j < playerswhenstarted)
{
if ((g&MODE_EOL) != MODE_EOL || g_player[j].ps->last_extra == 0)
{
g_player[j].ps->last_extra = g_player[j].ps->max_player_health;
s->extra = g_player[j].ps->max_player_health;
g_player[j].ps->runspeed = g_playerFriction;
}
else s->extra = g_player[j].ps->last_extra;
s->yvel = j;
if (!g_player[j].pcolor && (g_netServer || ud.multimode > 1) && !(GametypeFlags[ud.coop] & GAMETYPE_TDM))
{
if (s->pal == 0)
{
int32_t k = 0;
for (; k<ud.multimode; k++)
{
if (g_whichPalForPlayer == g_player[k].ps->palookup)
{
g_whichPalForPlayer++;
if (g_whichPalForPlayer >= 17)
g_whichPalForPlayer = 9;
k=0;
}
}
g_player[j].pcolor = s->pal = g_player[j].ps->palookup = g_whichPalForPlayer++;
if (g_whichPalForPlayer >= 17)
g_whichPalForPlayer = 9;
}
else g_player[j].pcolor = g_player[j].ps->palookup = s->pal;
}
else
{
int32_t k = g_player[j].pcolor;
if (GametypeFlags[ud.coop] & GAMETYPE_TDM)
{
k = G_GetTeamPalette(g_player[j].pteam);
g_player[j].ps->team = g_player[j].pteam;
}
s->pal = g_player[j].ps->palookup = k;
}
g_player[j].ps->i = i;
g_player[j].ps->frag_ps = j;
actor[i].owner = i;
g_player[j].ps->autostep = (20L<<8);
g_player[j].ps->autostep_sbw = (4L<<8);
actor[i].bpos.x = g_player[j].ps->bobpos.x = g_player[j].ps->opos.x = g_player[j].ps->pos.x = s->x;
actor[i].bpos.y = g_player[j].ps->bobpos.y = g_player[j].ps->opos.y = g_player[j].ps->pos.y = s->y;
actor[i].bpos.z = g_player[j].ps->opos.z = g_player[j].ps->pos.z = s->z;
g_player[j].ps->oang = g_player[j].ps->ang = s->ang;
updatesector(s->x,s->y,&g_player[j].ps->cursectnum);
}
j++;
}
else A_DeleteSprite(i);
i = nexti;
}
}
static inline void clearfrags(void)
{
int32_t i;
for (i=0; i<ud.multimode; i++)
{
playerdata_t *p = &g_player[i];
p->ps->frag = p->ps->fraggedself = 0;
Bmemset(p->frags, 0, sizeof(p->frags));
}
}
void G_ResetTimers(uint8_t keepgtics)
{
totalclock = cloudtotalclock = ototalclock = lockclock = 0;
ready2send = 1;
g_levelTextTime = 85;
if (!keepgtics)
g_moveThingsCount = 0;
if (g_curViewscreen >= 0)
actor[g_curViewscreen].t_data[0] = 0;
}
void G_ClearFIFO(void)
{
int32_t i = MAXPLAYERS-1;
g_emuJumpTics = 0;
Bmemset(&avg, 0, sizeof(input_t));
clearbufbyte(&loc,sizeof(input_t),0L);
clearbufbyte(&inputfifo,sizeof(input_t)*MOVEFIFOSIZ*MAXPLAYERS,0L);
for (; i >= 0; i--)
{
if (g_player[i].sync != NULL)
Bmemset(g_player[i].sync, 0, sizeof(input_t));
g_player[i].vote = g_player[i].gotvote = 0;
}
}
int32_t G_FindLevelByFile(const char *fn)
{
for (int volume = 0; volume < MAXVOLUMES; volume++)
{
const int voloff = volume * MAXLEVELS;
for (int level = 0; level < MAXLEVELS; level++)
{
if (MapInfo[voloff + level].filename == NULL)
continue;
if (!Bstrcasecmp(fn, MapInfo[voloff + level].filename))
return voloff + level;
}
}
return MAXLEVELS * MAXVOLUMES;
}
static void G_FadeLoad(int32_t r, int32_t g, int32_t b, int32_t start, int32_t end, int32_t step, int32_t ticwait, int32_t tc)
{
int32_t m = (step < 0) ? -1 : 1;
int32_t nexttic = totalclock;
for (; m*start <= m*end; start += step)
{
while (totalclock < nexttic)
sampletimer();
nexttic += ticwait;
if (KB_KeyPressed(sc_Space))
{
KB_ClearKeyDown(sc_Space);
return;
}
G_FadePalette(r,g,b,start|128);
flushperms();
G_DoLoadScreen(" ", tc);
}
}
static int32_t G_TryMapHack(const char *mhkfile)
{
int32_t retval = loadmaphack(mhkfile);
if (!retval)
initprintf("Loaded map hack file \"%s\"\n", mhkfile);
return retval;
}
static void G_LoadMapHack(char *outbuf, const char *filename)
{
if (filename != NULL)
Bstrcpy(outbuf, filename);
append_ext_UNSAFE(outbuf, ".mhk");
if (G_TryMapHack(outbuf))
{
usermaphack_t *mapinfo = (usermaphack_t*)bsearch(
&g_loadedMapHack, usermaphacks, num_usermaphacks, sizeof(usermaphack_t),
compare_usermaphacks);
if (mapinfo)
G_TryMapHack(mapinfo->mhkfile);
}
}
// levnamebuf should have at least size BMAX_PATH
void G_SetupFilenameBasedMusic(char *levnamebuf, const char *boardfilename, int32_t level_number)
{
char *p, *exts[] = {
#ifdef HAVE_FLAC
"flac",
#endif
#ifdef HAVE_VORBIS
"ogg",
#endif
"mid"
};
Bstrncpy(levnamebuf, boardfilename, BMAX_PATH);
Bcorrectfilename(levnamebuf, 0);
if (NULL == (p = Bstrrchr(levnamebuf, '.')))
{
p = levnamebuf + Bstrlen(levnamebuf);
p[0] = '.';
}
for (unsigned int i = 0; i < ARRAY_SIZE(exts); i++)
{
int32_t fil;
Bmemcpy(p+1, exts[i], Bstrlen(exts[i]) + 1);
if ((fil = kopen4loadfrommod(levnamebuf, 0)) != -1)
{
kclose(fil);
realloc_copy(&MapInfo[level_number].musicfn, levnamebuf);
return;
}
}
realloc_copy(&MapInfo[level_number].musicfn, "dethtoll.mid");
}
static inline int G_HaveUserMap(void)
{
return (boardfilename[0] != 0 && ud.m_level_number == 7 && ud.m_volume_number == 0);
}
int32_t G_EnterLevel(int32_t g)
{
int32_t i, mii;
char levname[BMAX_PATH];
// flushpackets();
// waitforeverybody();
vote_map = vote_episode = voting = -1;
ud.respawn_monsters = ud.m_respawn_monsters;
ud.respawn_items = ud.m_respawn_items;
ud.respawn_inventory = ud.m_respawn_inventory;
ud.monsters_off = ud.m_monsters_off;
ud.coop = ud.m_coop;
ud.marker = ud.m_marker;
ud.ffire = ud.m_ffire;
ud.noexits = ud.m_noexits;
if ((g&MODE_DEMO) != MODE_DEMO)
ud.recstat = ud.m_recstat;
if ((g&MODE_DEMO) == 0 && ud.recstat == 2)
ud.recstat = 0;
if (g_networkMode != NET_DEDICATED_SERVER)
{
FX_StopAllSounds();
S_ClearSoundLocks();
FX_SetReverb(0);
setgamemode(ud.config.ScreenMode,ud.config.ScreenWidth,ud.config.ScreenHeight,ud.config.ScreenBPP);
}
if (G_HaveUserMap())
{
int32_t volume, level;
Bcorrectfilename(boardfilename,0);
volume = level = G_FindLevelByFile(boardfilename);
if (level != MAXLEVELS*MAXVOLUMES)
{
level &= MAXLEVELS-1;
volume = (volume - level) / MAXLEVELS;
ud.level_number = ud.m_level_number = level;
ud.volume_number = ud.m_volume_number = volume;
boardfilename[0] = 0;
}
}
mii = (ud.volume_number*MAXLEVELS)+ud.level_number;
if (MapInfo[mii].name == NULL || MapInfo[mii].filename == NULL)
{
if (G_HaveUserMap())
{
if (MapInfo[mii].filename == NULL)
MapInfo[mii].filename = (char *)Xcalloc(BMAX_PATH, sizeof(uint8_t));
if (MapInfo[mii].name == NULL)
MapInfo[mii].name = Xstrdup("User Map");
}
else
{
OSD_Printf(OSDTEXT_RED "Map E%dL%d not defined!\n", ud.volume_number+1, ud.level_number+1);
return 1;
}
}
i = ud.screen_size;
ud.screen_size = 0;
G_DoLoadScreen("Loading map . . .", -1);
G_UpdateScreenArea();
ud.screen_size = i;
if (G_HaveUserMap())
{
Bstrcpy(levname, boardfilename);
if (g_gameNamePtr)
Bsprintf(apptitle,"%s - %s - " APPNAME,levname,g_gameNamePtr);
else
Bsprintf(apptitle,"%s - " APPNAME,levname);
}
else
{
if (g_gameNamePtr)
Bsprintf(apptitle,"%s - %s - " APPNAME,MapInfo[mii].name,g_gameNamePtr);
else
Bsprintf(apptitle,"%s - " APPNAME,MapInfo[mii].name);
}
Bstrcpy(tempbuf,apptitle);
wm_setapptitle(tempbuf);
/***** Load the map *****/
{
DukePlayer_t *ps = g_player[0].ps;
if (!VOLUMEONE && G_HaveUserMap())
{
if (loadboard(boardfilename, 0, &ps->pos, &ps->ang, &ps->cursectnum) < 0)
{
OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n",boardfilename);
return 1;
}
G_LoadMapHack(levname, boardfilename);
G_SetupFilenameBasedMusic(levname, boardfilename, ud.m_level_number);
}
else if (loadboard(MapInfo[mii].filename, VOLUMEONE, &ps->pos, &ps->ang, &ps->cursectnum) < 0)
{
OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n",
MapInfo[mii].filename);
return 1;
}
else
{
G_LoadMapHack(levname, MapInfo[mii].filename);
}
}
g_precacheCount = 0;
Bmemset(gotpic, 0, sizeof(gotpic));
Bmemset(precachehightile, 0, sizeof(precachehightile));
//clearbufbyte(Actor,sizeof(Actor),0l); // JBF 20040531: yes? no?
prelevel(g);
G_AlignWarpElevators();
resetpspritevars(g);
ud.playerbest = CONFIG_GetMapBestTime(MapInfo[mii].filename);
G_FadeLoad(0,0,0, 63,0, -7, 4, -1);
G_CacheMapData();
G_FadeLoad(0,0,0, 0,63, 7, 4, -2);
if (ud.recstat != 2)
{
g_musicIndex = mii;
if (MapInfo[g_musicIndex].musicfn != NULL)
S_PlayMusic(MapInfo[g_musicIndex].musicfn);
}
if (g & (MODE_GAME|MODE_EOL))
{
for (TRAVERSE_CONNECT(i))
{
g_player[i].ps->gm = MODE_GAME;
M_CloseMenu(i);
}
}
else if (g & MODE_RESTART)
{
if (ud.recstat == 2)
g_player[myconnectindex].ps->gm = MODE_DEMO;
else g_player[myconnectindex].ps->gm = MODE_GAME;
}
if ((ud.recstat == 1) && (g&MODE_RESTART) != MODE_RESTART)
G_OpenDemoWrite();
#ifndef EDUKE32_TOUCH_DEVICES
if (VOLUMEONE && ud.level_number == 0 && ud.recstat != 2)
P_DoQuote(QUOTE_F1HELP,g_player[myconnectindex].ps);
#endif
for (TRAVERSE_CONNECT(i))
switch (DYNAMICTILEMAP(sector[sprite[g_player[i].ps->i].sectnum].floorpicnum))
{
case HURTRAIL__STATIC:
case FLOORSLIME__STATIC:
case FLOORPLASMA__STATIC:
P_ResetWeapons(i);
P_ResetInventory(i);
g_player[i].ps->gotweapon &= ~(1<<PISTOL_WEAPON);
g_player[i].ps->ammo_amount[PISTOL_WEAPON] = 0;
g_player[i].ps->curr_weapon = KNEE_WEAPON;
g_player[i].ps->kickback_pic = 0;
break;
}
//PREMAP.C - replace near the my's at the end of the file
Net_NotifyNewGame();
Net_ResetPrediction();
//g_player[myconnectindex].ps->palette = palette;
//G_FadePalette(0,0,0,0);
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); // JBF 20040308
P_UpdateScreenPal(g_player[myconnectindex].ps);
flushperms();
everyothertime = 0;
g_globalRandom = 0;
ud.last_level = ud.level_number+1;
G_ClearFIFO();
for (i=g_numInterpolations-1; i>=0; i--) bakipos[i] = *curipos[i];
g_restorePalette = -1;
G_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);
OSD_Printf(OSDTEXT_YELLOW "E%dL%d: %s\n", ud.volume_number+1, ud.level_number+1,
MapInfo[mii].name);
Net_WaitForServer();
return 0;
}
void G_FreeMapState(int32_t mapnum)
{
map_t *mapinfo = &MapInfo[mapnum];
#if !defined LUNATIC
int32_t j;
#endif
if (mapinfo->savedstate == NULL)
return;
#if !defined LUNATIC
for (j=0; j<g_gameVarCount; j++)
{
if (aGameVars[j].dwFlags & GAMEVAR_NORESET) continue;
if (aGameVars[j].dwFlags & (GAMEVAR_PERPLAYER|GAMEVAR_PERACTOR))
{
if (mapinfo->savedstate->vars[j])
Baligned_free(mapinfo->savedstate->vars[j]);
}
}
#else
Bfree(mapinfo->savedstate->savecode);
#endif
Baligned_free(mapinfo->savedstate);
mapinfo->savedstate = NULL;
}