raze-gles/polymer/eduke32/source/premap.c
helixhorned 5d79003e60 Take a stab at hidden model switch handling. There are at least two ways by
which switches have been hidden in the original and user maps. One is to make
it face a wall, and another is to 'embed' it in e.g. the floor, like the
monitor with the burning fuse in E4L1. Both kinds show up when the switches
are rendered as models, revealing the secrets that the mapper sought to hide.
My proposal, implemented in this commit, is to apply a heuristic for such
switches at premap and make them invisible (set cstat bit 32768). The
conditions are re-checked during the game in case there is a switch coming
out of the floor, for example. A new spriteext bit is used for this feature.

git-svn-id: https://svn.eduke32.com/eduke32@1968 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-17 18:52:16 +00:00

2097 lines
62 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 "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
extern char pow2char[];
static int32_t g_whichPalForPlayer = 9;
int32_t g_numRealPalettes;
int16_t SpriteCacheList[MAXTILES][3];
static uint8_t precachehightile[2][MAXTILES>>3];
static int32_t g_precacheCount;
extern char *g_gameNamePtr;
extern int32_t g_levelTextTime;
static void tloadtile(int32_t tilenume, int32_t type)
{
if ((picanm[tilenume]&63) < 1)
{
if (!(gotpic[tilenume>>3] & pow2char[tilenume&7])) g_precacheCount++;
gotpic[tilenume>>3] |= pow2char[tilenume&7];
precachehightile[(uint8_t)type][tilenume>>3] |= pow2char[tilenume&7];
return;
}
{
int32_t i,j;
if ((picanm[tilenume]&192)==192)
{
i = tilenume - (picanm[tilenume]&63);
j = tilenume;
}
else
{
i = tilenume;
j = tilenume + (picanm[tilenume]&63);
}
for (; i<=j; i++)
{
if (!(gotpic[i>>3] & pow2char[i&7])) g_precacheCount++;
gotpic[i>>3] |= pow2char[i&7];
precachehightile[(uint8_t)type][i>>3] |= pow2char[i&7];
}
}
}
static void G_CacheSpriteNum(int32_t i)
{
char maxc;
int32_t j;
if (ud.monsters_off && A_CheckEnemySprite(&sprite[i])) return;
maxc = 1;
if (SpriteCacheList[PN][0] == PN)
for (j = PN; j <= SpriteCacheList[PN][1]; 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 (SpriteFlags[i] & SPRITE_PROJECTILE)
tloadtile(i,1);
if (SpriteCacheList[i][0] == i && SpriteCacheList[i][2])
for (j = i; j <= SpriteCacheList[i][1]; 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; i<BIGALPHANUM+82; i++) tloadtile(i,1);
for (i=MINIFONT; i<MINIFONT+63; 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)
{
handleevents();
Net_GetPackets();
}
G_CacheSound(i);
}
}
static void G_DoLoadScreen(char *statustext, int32_t percent)
{
int32_t i=0,j;
if (ud.recstat != 2)
{
/*Gv_SetVar(g_iReturnVarID,LOADSCREEN, -1, -1);*/
aGameVars[g_iReturnVarID].val.lValue = LOADSCREEN;
VM_OnEvent(EVENT_GETLOADTILE, -1, myconnectindex, -1);
j = aGameVars[g_iReturnVarID].val.lValue;
if (!statustext)
{
//g_player[myconnectindex].ps->palette = palette;
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 1); // JBF 20040308
i = ud.screen_size;
ud.screen_size = 0;
G_UpdateScreenArea();
clearview(0L);
}
rotatesprite(320<<15,200<<15,65536L,0,j > MAXTILES-1?j-MAXTILES:j,0,0,2+8+64+(ud.bgstretch?1024:0),0,0,xdim-1,ydim-1);
if (j > MAXTILES-1)
{
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);
nextpage();
if (!statustext)
{
KB_FlushKeyboardQueue();
ud.screen_size = i;
}
}
else
{
if (!statustext)
{
clearview(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);*/
aGameVars[g_iReturnVarID].val.lValue = LOADSCREEN;
VM_OnEvent(EVENT_GETLOADTILE, -1, myconnectindex, -1);
j = aGameVars[g_iReturnVarID].val.lValue;
rotatesprite(320<<15,200<<15,65536L,0,j > MAXTILES-1?j-MAXTILES:j,0,0,2+8+64+(ud.bgstretch?1024:0),0,0,xdim-1,ydim-1);
if (j > MAXTILES-1)
{
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);
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)
{
int32_t k,type;
for (type=0; type<=1; type++)
if (precachehightile[type][i>>3] & pow2char[i&7])
{
for (k=0; k<MAXPALOOKUPS-RESERVEDPALS && !KB_KeyPressed(sc_Space); k++)
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 (rendmode==4)
{
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)
{
handleevents();
Net_GetPackets();
}
if (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]);
drawrooms(SX,SY,SZ,SA,100+sprite[i].shade,SECT);
display_mirror = 1;
G_DoSpriteAnimations(SX,SY,SA,65536L);
display_mirror = 0;
drawmasks();
setviewback();
squarerotatetile(wn);
invalidatetile(wn,-1,255);
}
void G_UpdateScreenArea(void)
{
int32_t i, j, ss, x1, x2, y1, y2;
if (qsetmode != 200) return;
if (ud.screen_size < 0) ud.screen_size = 0;
if (ud.screen_size > 64) ud.screen_size = 64;
if (ud.screen_size == 0) flushperms();
ss = max(ud.screen_size-8,0);
x1 = scale(ss,xdim,160);
x2 = xdim-x1;
y1 = ss;
y2 = 200;
if (ud.screen_size > 0 && (GametypeFlags[ud.coop]&GAMETYPE_FRAGBAR) && (g_netServer || ud.multimode > 1))
{
j = 0;
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 && !(getrendermode() >= 3 && ud.screen_size == 8 && ud.statusbarmode))
y2 -= (ss+scale(tilesizy[BOTTOMSTATUSBAR],ud.statusbarscale,100));
y1 = scale(y1,ydim,200);
y2 = scale(y2,ydim,200);
setview(x1,y1,x2-1,y2-(getrendermode() < 3));
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;
}
void P_ResetPlayer(int32_t snum)
{
vec3_t tmpvect;
spritetype *sp = &sprite[g_player[snum].ps->i];
tmpvect.x = g_player[snum].ps->pos.x;
tmpvect.y = g_player[snum].ps->pos.y;
tmpvect.z = g_player[snum].ps->pos.z+PHEIGHT;
P_RandomSpawnPoint(snum);
sp->x = actor[g_player[snum].ps->i].bposx = g_player[snum].ps->bobposx = g_player[snum].ps->opos.x = g_player[snum].ps->pos.x;
sp->y = actor[g_player[snum].ps->i].bposy = g_player[snum].ps->bobposy = g_player[snum].ps->opos.y =g_player[snum].ps->pos.y;
sp->z = actor[g_player[snum].ps->i].bposy = g_player[snum].ps->opos.z =g_player[snum].ps->pos.z;
updatesector(g_player[snum].ps->pos.x,g_player[snum].ps->pos.y,&g_player[snum].ps->cursectnum);
setsprite(g_player[snum].ps->i,&tmpvect);
sp->cstat = 257;
sp->shade = -12;
sp->clipdist = 64;
sp->xrepeat = 42;
sp->yrepeat = 36;
sp->owner = g_player[snum].ps->i;
sp->xoffset = 0;
sp->pal = g_player[snum].ps->palookup;
g_player[snum].ps->last_extra = sp->extra = g_player[snum].ps->max_player_health;
g_player[snum].ps->wantweaponfire = -1;
g_player[snum].ps->horiz = 100;
g_player[snum].ps->on_crane = -1;
g_player[snum].ps->frag_ps = snum;
g_player[snum].ps->horizoff = 0;
g_player[snum].ps->opyoff = 0;
g_player[snum].ps->wackedbyactor = -1;
g_player[snum].ps->inv_amount[GET_SHIELD] = g_startArmorAmount;
g_player[snum].ps->dead_flag = 0;
g_player[snum].ps->pals.f = 0;
g_player[snum].ps->footprintcount = 0;
g_player[snum].ps->weapreccnt = 0;
g_player[snum].ps->fta = 0;
g_player[snum].ps->ftq = 0;
g_player[snum].ps->vel.x = g_player[snum].ps->vel.y = 0;
g_player[snum].ps->rotscrnang = 0;
g_player[snum].ps->runspeed = g_playerFriction;
g_player[snum].ps->falling_counter = 0;
actor[g_player[snum].ps->i].extra = -1;
actor[g_player[snum].ps->i].owner = g_player[snum].ps->i;
actor[g_player[snum].ps->i].cgg = 0;
actor[g_player[snum].ps->i].movflag = 0;
actor[g_player[snum].ps->i].tempang = 0;
actor[g_player[snum].ps->i].actorstayput = -1;
actor[g_player[snum].ps->i].dispicnum = 0;
actor[g_player[snum].ps->i].owner = g_player[snum].ps->i;
actor[g_player[snum].ps->i].t_data[4] = 0;
P_ResetInventory(snum);
P_ResetWeapons(snum);
g_player[snum].ps->reloading = 0;
g_player[snum].ps->movement_lock = 0;
if (apScriptGameEvent[EVENT_RESETPLAYER])
VM_OnEvent(EVENT_RESETPLAYER, g_player[snum].ps->i, snum, -1);
}
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 = 0;
}
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 ((aplWeaponWorksLike[p->curr_weapon][snum] == PISTOL_WEAPON) &&
(aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum]))
p->kickback_pic = aplWeaponTotalTime[p->curr_weapon][snum];
else p->kickback_pic = 0;
p->weapon_pos = 6;
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);
}
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 = 6;
p->curr_weapon = PISTOL_WEAPON;
p->kickback_pic = aplWeaponTotalTime[p->curr_weapon][snum];
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);
}
void P_ResetInventory(int32_t snum)
{
DukePlayer_t *p = g_player[snum].ps;
Bmemset(p->inv_amount, 0, sizeof(p->inv_amount));
p->inven_icon = 0;
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 = 0;
VM_OnEvent(EVENT_RESETINVENTORY, p->i, snum, -1);
}
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->pals.f = 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 = 6;
if ((aplWeaponWorksLike[p->curr_weapon][snum] == PISTOL_WEAPON) &&
(aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum]))
p->kickback_pic = aplWeaponTotalTime[p->curr_weapon][snum];
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 void G_MultiPskyInit(void)
{
int32_t i;
// new-style multi-psky handling
pskymultilist[0] = MOONSKY1;
pskymultilist[1] = BIGORBIT1;
pskymultilist[2] = LA;
pskymultiyscale[0] = 32768;
pskymultiyscale[1] = 32768;
pskymultiyscale[2] = 16384+1024;
for (i=0; i<3; i++)
{
pskymultibits[i] = 3;
Bmemset(pskymultioff[i], 0, sizeof(pskymultioff[i]));
}
// MOONSKY1
// earth mountian mountain sun
pskymultioff[0][6]=1;
pskymultioff[0][1]=2;
pskymultioff[0][4]=2;
pskymultioff[0][2]=3;
// BIGORBIT1 // orbit
// earth1 2 3 moon/sun
pskymultioff[1][5]=1;
pskymultioff[1][6]=2;
pskymultioff[1][7]=3;
pskymultioff[1][2]=4;
// LA // la city
// earth1 2 3 moon/sun
pskymultioff[2][0]=1;
pskymultioff[2][1]=2;
pskymultioff[2][2]=1;
pskymultioff[2][3]=3;
pskymultioff[2][4]=4;
pskymultioff[2][5]=0;
pskymultioff[2][6]=2;
pskymultioff[2][7]=3;
pskynummultis = 3;
}
static inline void G_SetupBackdrop(int16_t sky)
{
static int32_t multiskiesinited=0;
if (!multiskiesinited)
{
multiskiesinited = 1;
G_MultiPskyInit();
}
Bmemset(pskyoff, 0, sizeof(pskyoff[0]) * MAXPSKYTILES);
if (parallaxyscale != 65536)
parallaxyscale = 32768;
switch (DynamicTileMap[sky])
{
case CLOUDYOCEAN__STATIC:
parallaxyscale = 65536L;
break;
case MOONSKY1__STATIC :
pskyoff[6]=1;
pskyoff[1]=2;
pskyoff[4]=2;
pskyoff[2]=3;
break;
case BIGORBIT1__STATIC: // orbit
pskyoff[5]=1;
pskyoff[6]=2;
pskyoff[7]=3;
pskyoff[2]=4;
break;
case LA__STATIC:
parallaxyscale = 16384+1024;
pskyoff[0]=1;
pskyoff[1]=2;
pskyoff[2]=1;
pskyoff[3]=3;
pskyoff[4]=4;
pskyoff[5]=0;
pskyoff[6]=2;
pskyoff[7]=3;
break;
}
pskybits=3;
}
// tweak moving sectors with these SE lotags
#define FIXSPR_SELOTAGP(k) ((k==0) || (k==6) || (k==14))
// setup 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 premap_setup_fixed_sprites(void)
{
int32_t i, j, pivot;
for (i=headspritestat[STAT_EFFECTOR]; i>=0; i=nextspritestat[i])
{
if (FIXSPR_SELOTAGP(sprite[i].lotag))
{
#ifdef YAX_ENABLE
int32_t firstrun = 1;
#endif
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 ((FIXSPR_STATNUMP(sprite[j].statnum) && sprite[j].picnum!=TRIPBOMB) ||
(sprite[j].picnum==SECTOREFFECTOR && (sprite[j].lotag==49||sprite[j].lotag==50)) ||
((sprite[j].statnum==1 || sprite[j].statnum==2) && (ActorType[sprite[j].picnum]&4)))
{
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] = 0x18190000 | 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==6 || sprite[i].lotag==14)
{
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, lotaglist;
int32_t lotags[MAXSPRITES];
int32_t switchpicnum;
extern char ror_protectedsectors[MAXSECTORS];
clearbufbyte(show2dsector,sizeof(show2dsector),0L);
clearbufbyte(show2dwall,sizeof(show2dwall),0L);
clearbufbyte(show2dsprite,sizeof(show2dsprite),0L);
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 20:
case 22:
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 == -1)
{
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];
A_ResetVars(i);
A_LoadActor(i);
VM_OnEvent(EVENT_LOADACTOR, i, -1, -1);
if (sprite[i].lotag == -1 && (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;
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++;
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 == 14)
continue;
A_Spawn(-1,i);
}
}
for (i=0; i < MAXSPRITES; i++)
if (sprite[i].statnum < MAXSTATUS)
{
if (PN == SECTOREFFECTOR && SLT == 14)
A_Spawn(-1,i);
}
premap_setup_fixed_sprites();
lotaglist = 0;
i = headspritestat[STAT_DEFAULT];
while (i >= 0)
{
int32_t ii, dx, dy;
int16_t sprsec;
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:
dx = sintable[(sprite[i].ang+512)&2047]>>9;
dy = sintable[(sprite[i].ang)&2047]>>9;
sprsec = sprite[i].sectnum;
// check if in 'air' (and not inside something 'solid' like
// sprite #624 in E4L1):
updatesectorz(sprite[i].x, sprite[i].y, sprite[i].z, &sprsec);
// check 2 (slightly different from 'would generate light?'):
if (sprsec >= 0)
updatesectorz(sprite[i].x+dx, sprite[i].y+dy, sprite[i].z, &sprsec);
if (sprsec < 0)
{
// dynamic re-check occurs in G_MoveWorld():
spriteext[i].flags |= SPREXT_TEMPINVISIBLE;
sprite[i].cstat |= 32768;
}
// invisi-make for both switch states, but the lower code only for one
if (ii==1)
break;
for (j=0; j<lotaglist; j++)
if (SLT == lotags[j])
break;
if (j == lotaglist)
{
lotags[lotaglist] = SLT;
lotaglist++;
if (lotaglist > MAXSPRITES-1)
G_GameExit("\nToo many switches.");
for (j=headspritestat[STAT_EFFECTOR]; j>=0; j=nextspritestat[j])
{
if (sprite[j].lotag == 12 && sprite[j].hitag == SLT)
actor[j].t_data[0] = 1;
}
}
break;
}
i = nextspritestat[i];
}
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 (g_mirrorCount > 63)
G_GameExit("\nToo many mirrors (64 max.)");
if ((j >= 0) && sector[j].ceilingpicnum != MIRROR)
{
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;
}
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;
handleevents();
Net_GetPackets();
if (g_skillSoundID >= 0 && ud.config.FXDevice >= 0 && ud.config.SoundToggle)
{
while (S_CheckSoundPlaying(-1, g_skillSoundID))
{
handleevents();
Net_GetPackets();
}
}
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)
{
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;
parallaxyscale = 0;
ud.last_level = -1;
g_lastSaveSlot = -1;
p->zoom = 768;
p->gm = 0;
//AddLog("Newgame");
Gv_ResetVars();
Gv_InitWeaponPointers();
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 (aplWeaponWorksLike[i][0]==PISTOL_WEAPON)
{
p->curr_weapon = i;
p->gotweapon |= (1<<i);
p->ammo_amount[i] = min(p->max_ammo_amount[i], 48);
}
else if (aplWeaponWorksLike[i][0]==KNEE_WEAPON)
p->gotweapon |= (1<<i);
else if (aplWeaponWorksLike[i][0]==HANDREMOTE_WEAPON)
p->gotweapon |= (1<<i);
}
p->last_weapon = -1;
}
display_mirror = 0;
VM_OnEvent(EVENT_NEWGAME, g_player[screenpeek].ps->i, screenpeek, -1);
}
static void resetpspritevars(char g)
{
int16_t i, j, nexti,circ;
// int32_t firstx,firsty;
spritetype *s;
uint8_t aimmode[MAXPLAYERS],autoaim[MAXPLAYERS],weaponswitch[MAXPLAYERS];
DukeStatus_t tsbar[MAXPLAYERS];
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)
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);
TRAVERSE_CONNECT(i)
if (i) Bmemcpy(g_player[i].ps,g_player[0].ps,sizeof(DukePlayer_t));
if (ud.recstat != 2)
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)
{
nexti = nextspritestat[i];
s = &sprite[i];
if (g_numPlayerSprites == MAXPLAYERS)
G_GameExit("\nToo many player sprites (max 16.)");
g_playerSpawnPoints[(uint8_t)g_numPlayerSprites].ox = s->x;
g_playerSpawnPoints[(uint8_t)g_numPlayerSprites].oy = s->y;
g_playerSpawnPoints[(uint8_t)g_numPlayerSprites].oz = s->z;
g_playerSpawnPoints[(uint8_t)g_numPlayerSprites].oa = s->ang;
g_playerSpawnPoints[(uint8_t)g_numPlayerSprites].os = s->sectnum;
g_numPlayerSprites++;
if (j < MAXPLAYERS)
{
s->owner = i;
s->shade = 0;
s->xrepeat = 42;
s->yrepeat = 36;
s->cstat = j < numplayers ? 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;
actor[i].bposx = g_player[j].ps->bobposx = g_player[j].ps->opos.x = g_player[j].ps->pos.x = s->x;
actor[i].bposy = g_player[j].ps->bobposy = g_player[j].ps->opos.y = g_player[j].ps->pos.y = s->y;
actor[i].bposz = 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 deletesprite(i);
i = nexti;
}
}
static inline void clearfrags(void)
{
int32_t i = 0;
while (i<ud.multimode)
{
g_player[i].ps->frag = g_player[i].ps->fraggedself = 0, i++;
clearbufbyte(&g_player[i].frags[0],MAXPLAYERS<<1,0L);
}
}
void G_ResetTimers(void)
{
vel = svel = angvel = horiz = 0;
totalclock = 0L;
cloudtotalclock = 0L;
ototalclock = 0L;
lockclock = 0L;
ready2send = 1;
g_levelTextTime = 85;
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)
{
if (step > 0)
{
for (; start < end; start += step)
{
if (KB_KeyPressed(sc_Space))
{
KB_ClearKeyDown(sc_Space);
return;
}
G_FadePalette(r,g,b,start);
flushperms();
G_DoLoadScreen(" ", -1);
}
}
else for (; start >= end; start += step)
{
if (KB_KeyPressed(sc_Space))
{
KB_ClearKeyDown(sc_Space);
return;
}
G_FadePalette(r,g,b,start);
flushperms();
G_DoLoadScreen(" ", -1);
}
}
static void G_LoadMapHack(char *outbuf, const char *filename)
{
char *p;
if (filename != NULL)
Bstrcpy(outbuf, filename);
p = Bstrrchr(outbuf,'.');
if (!p)
Bstrcat(outbuf,".mhk");
else
{
p[1]='m';
p[2]='h';
p[3]='k';
p[4]=0;
}
if (!loadmaphack(outbuf))
initprintf("Loaded map hack file '%s'\n",outbuf);
}
int32_t G_EnterLevel(int32_t g)
{
int32_t i;
char levname[BMAX_PATH];
// flushpackets();
// waitforeverybody();
vote_map = vote_episode = voting = -1;
if ((g&MODE_DEMO) != MODE_DEMO) ud.recstat = ud.m_recstat;
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) == 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;
}
}
if (MapInfo[(ud.volume_number*MAXLEVELS)+ud.level_number].name == NULL || MapInfo[(ud.volume_number*MAXLEVELS)+ud.level_number].filename == NULL)
{
if (boardfilename[0] != 0 && ud.m_level_number == 7 && ud.m_volume_number == 0)
{
if (MapInfo[(ud.volume_number*MAXLEVELS)+ud.level_number].filename == NULL)
MapInfo[(ud.volume_number*MAXLEVELS)+ud.level_number].filename = Bcalloc(BMAX_PATH,sizeof(uint8_t));
if (MapInfo[(ud.volume_number*MAXLEVELS)+ud.level_number].name == NULL)
{
MapInfo[(ud.volume_number*MAXLEVELS)+ud.level_number].name = Bcalloc(16,sizeof(uint8_t));
Bsprintf(MapInfo[(ud.volume_number*MAXLEVELS)+ud.level_number].name,"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[(ud.volume_number*MAXLEVELS)+ud.level_number].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.x, &g_player[0].ps->pos.y,
&g_player[0].ps->pos.z, &g_player[0].ps->ang,&g_player[0].ps->cursectnum) == -1)
{
OSD_Printf(OSD_ERROR "Map '%s' not found!\n",boardfilename);
//G_GameExit(tempbuf);
return 1;
}
{
char *p;
G_LoadMapHack(levname, boardfilename);
// usermap music based on map filename
Bcorrectfilename(levname,0);
p = Bstrrchr(levname,'.');
if (p)
{
int32_t fil;
p[1]='o';
p[2]='g';
p[3]='g';
p[4]=0;
fil = kopen4loadfrommod(levname,0);
if (fil > -1)
{
kclose(fil);
if (MapInfo[ud.m_level_number].alt_musicfn == NULL)
MapInfo[ud.m_level_number].alt_musicfn = Bcalloc(Bstrlen(levname)+1,sizeof(uint8_t));
else if ((Bstrlen(levname)+1) > sizeof(MapInfo[ud.m_level_number].alt_musicfn))
MapInfo[ud.m_level_number].alt_musicfn = Brealloc(MapInfo[ud.m_level_number].alt_musicfn,(Bstrlen(levname)+1));
Bstrcpy(MapInfo[ud.m_level_number].alt_musicfn,levname);
}
else if (MapInfo[ud.m_level_number].alt_musicfn != NULL)
{
Bfree(MapInfo[ud.m_level_number].alt_musicfn);
MapInfo[ud.m_level_number].alt_musicfn = NULL;
}
p[1]='m';
p[2]='i';
p[3]='d';
p[4]=0;
fil = kopen4loadfrommod(levname,0);
if (fil == -1)
Bsprintf(levname,"dethtoll.mid");
else kclose(fil);
if (MapInfo[ud.m_level_number].musicfn == NULL)
MapInfo[ud.m_level_number].musicfn = Bcalloc(Bstrlen(levname)+1,sizeof(uint8_t));
else if ((Bstrlen(levname)+1) > sizeof(MapInfo[ud.m_level_number].musicfn))
MapInfo[ud.m_level_number].musicfn = Brealloc(MapInfo[ud.m_level_number].musicfn,(Bstrlen(levname)+1));
Bstrcpy(MapInfo[ud.m_level_number].musicfn,levname);
}
}
}
else if (loadboard(MapInfo[(ud.volume_number*MAXLEVELS)+ud.level_number].filename,0,&g_player[0].ps->pos.x,
&g_player[0].ps->pos.y, &g_player[0].ps->pos.z, &g_player[0].ps->ang,&g_player[0].ps->cursectnum) == -1)
{
OSD_Printf(OSD_ERROR "Map %s not found!\n",MapInfo[(ud.volume_number*MAXLEVELS)+ud.level_number].filename);
//G_GameExit(tempbuf);
return 1;
}
else
{
G_LoadMapHack(levname, MapInfo[(ud.volume_number*MAXLEVELS)+ud.level_number].filename);
}
}
else
{
i = strlen(MapInfo[(ud.volume_number*MAXLEVELS)+ud.level_number].filename);
copybufbyte(MapInfo[(ud.volume_number*MAXLEVELS)+ud.level_number].filename,&levname[0],i);
levname[i] = 255;
levname[i+1] = 0;
if (loadboard(levname,1,&g_player[0].ps->pos.x, &g_player[0].ps->pos.y,
&g_player[0].ps->pos.z, &g_player[0].ps->ang,&g_player[0].ps->cursectnum) == -1)
{
OSD_Printf(OSD_ERROR "Map '%s' not found!\n",MapInfo[(ud.volume_number*MAXLEVELS)+ud.level_number].filename);
//G_GameExit(tempbuf);
return 1;
}
else
{
G_LoadMapHack(levname, NULL);
}
}
g_precacheCount = 0;
clearbufbyte(gotpic,sizeof(gotpic),0L);
clearbufbyte(precachehightile, sizeof(precachehightile), 0l);
//clearbufbyte(Actor,sizeof(Actor),0l); // JBF 20040531: yes? no?
prelevel(g);
allignwarpelevators();
resetpspritevars(g);
//cachedebug = 0;
// automapping = 0;
G_FadeLoad(0,0,0, 63, 0, -7);
G_CacheMapData();
G_FadeLoad(0,0,0, 0 ,64, 7);
if (ud.recstat != 2)
{
g_musicIndex = (ud.volume_number*MAXLEVELS) + ud.level_number;
if (MapInfo[(uint8_t)g_musicIndex].musicfn != NULL)
S_PlayMusic(&MapInfo[(uint8_t)g_musicIndex].musicfn[0],g_musicIndex);
}
if (g & (MODE_GAME|MODE_EOL))
{
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);
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_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;
// mmulti_flushpackets();
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(); // 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[0],&boardfilename[0],BMAX_PATH);
VM_OnEvent(EVENT_ENTERLEVEL, -1, -1, -1);
OSD_Printf(OSDTEXT_YELLOW "E%dL%d: %s\n",ud.volume_number+1,ud.level_number+1,
MapInfo[(ud.volume_number*MAXLEVELS)+ud.level_number].name);
Net_WaitForServer();
return 0;
}
void G_FreeMapState(int32_t mapnum)
{
int32_t j;
for (j=0; j<g_gameVarCount; j++)
{
if (aGameVars[j].dwFlags & GAMEVAR_NORESET) continue;
if (aGameVars[j].dwFlags & GAMEVAR_PERPLAYER)
{
if (MapInfo[mapnum].savedstate->vars[j])
Bfree(MapInfo[mapnum].savedstate->vars[j]);
}
else if (aGameVars[j].dwFlags & GAMEVAR_PERACTOR)
{
if (MapInfo[mapnum].savedstate->vars[j])
Bfree(MapInfo[mapnum].savedstate->vars[j]);
}
}
Bfree(MapInfo[mapnum].savedstate);
MapInfo[mapnum].savedstate = NULL;
}