raze-gles/source/games/duke/src/premap.cpp
Mitchell Richters 0ab3b33a6c - Blood/Duke/RR/SW: Unify the player's horizon function.
* For Duke/SW, we continually apply `SB_CENTERVIEW` only if it was previously a toggled action, similar to Blood.
* For SW, we remove two SW-specific bits (`PF_LOCK_HORIZ` and `PF_LOOKING`) that are no longer needed.
* For Duke, we remove `return_to_center` and just use the `SB_CENTERVIEW` action bit as required.
* For `sethorizon()`, feature set and adjustment speeds are an averaged out accumulation across Duke/SW:
** GameTicRate is factored in for adjustment decisions to provide consistency for SW being the faster game.
** Adjustment amounts are half way between Duke/SW.
2020-09-20 20:01:36 +10:00

1109 lines
28 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "mapinfo.h"
#include "secrets.h"
#include "statistics.h"
#include "gamestate.h"
#include "sbar.h"
#include "automap.h"
BEGIN_DUKE_NS
int which_palookup = 9;
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void pickrandomspot(int snum)
{
struct player_struct *p;
short i;
p = &ps[snum];
if( ud.multimode > 1 && ud.coop != 1)
i = krand()%numplayersprites;
else i = snum;
p->bobposx = p->oposx = p->posx = po[i].ox;
p->bobposy = p->oposy = p->posy = po[i].oy;
p->oposz = p->posz = po[i].oz;
p->setang(po[i].oa);
p->setoang(po[i].oa);
p->cursectnum = po[i].os;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void resetplayerstats(int snum)
{
struct player_struct *p;
p = &ps[snum];
gFullMap = 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->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->psectlotag = 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->hurt_delay2 = 0;
p->footprintcount = 0;
p->footprintpal = 0;
p->footprintshade = 0;
p->jumping_toggle = 0;
p->sethoriz(140); //!!
p->oq16horiz = p->q16horiz;
p->sethorizoff(0);
p->oq16horizoff = p->q16horizoff;
p->bobcounter = 0;
p->on_ground = 0;
p->player_par = 0;
sync[snum].actions |= SB_CENTERVIEW;
p->airleft = 15*26;
p->rapid_fire_hold = 0;
p->toggle_key_flag = 0;
p->access_spritenum = -1;
if(ud.multimode > 1 && ud.coop != 1 )
p->got_access = 7;
else p->got_access = 0;
p->random_club_frame= 0;
p->on_warping_sector = 0;
p->spritebridge = 0;
p->palette = 0;
if(p->steroids_amount < 400 )
{
p->steroids_amount = 0;
p->inven_icon = 0;
}
p->heat_on = 0;
p->jetpack_on = 0;
p->holoduke_on = -1;
p->setlookang(512 - ((currentLevel->levelNumber & 1) << 10));
p->oq16look_ang = p->q16look_ang;
p->setrotscrnang(0);
p->oq16rotscrnang = p->q16rotscrnang;
p->newowner =-1;
p->jumping_counter = 0;
p->hard_landing = 0;
p->posxv = 0; //!!
p->posyv = 0;
p->poszv = 0;
p->fric.x = 0;
p->fric.y = 0;
p->somethingonplayer =-1;
p->one_eighty_count = 0;
p->on_crane = -1;
if(p->curr_weapon == PISTOL_WEAPON)
p->okickback_pic = p->kickback_pic = isRR()? 22 : 5;
else p->okickback_pic = p->kickback_pic = 0;
p->oweapon_pos = 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;
setpal(p);
p->stairs = 0;
p->noise_x = 0;
p->noise_y = 0;
p->donoise = 0;
p->noise_radius = 0;
if (isRR() && ud.multimode > 1 && ud.coop != 1)
{
p->keys[0] = 1;
p->keys[1] = 1;
p->keys[2] = 1;
p->keys[3] = 1;
p->keys[4] = 1;
}
else
{
p->keys[0] = 0;
p->keys[1] = 0;
p->keys[2] = 0;
p->keys[3] = 0;
p->keys[4] = 0;
}
wupass = 0;
//p->at582 = 0;
p->drunkang = 1647;
p->eatang = 1647;
p->drink_amt = 0;
p->eat = 0;
p->drink_timer = 4096;
p->eat_timer = 4096;
p->shotgun_state[0] = 0;
p->shotgun_state[1] = 0;
p->detonate_time = 0;
p->detonate_count = 0;
p->recoil = 0;
p->yehaa_timer = 0;
chickenphase = 0;
if (p->OnMotorcycle)
{
p->OnMotorcycle = 0;
p->gotweapon.Clear(MOTORCYCLE_WEAPON);
p->curr_weapon = isRRRA()? SLINGBLADE_WEAPON : KNEE_WEAPON; // just in case this is made available for the other games
}
p->lotag800kill = 0;
p->moto_do_bump = 0;
p->MotoOnGround = 1;
p->moto_underwater = 0;
p->MotoSpeed = 0;
p->TiltStatus = 0;
p->moto_drink = 0;
p->VBumpTarget = 0;
p->VBumpNow =0;
p->moto_bump_fast = 0;
p->TurbCount = 0;
p->moto_on_mud = 0;
p->moto_on_oil = 0;
if (p->OnBoat)
{
p->OnBoat = 0;
p->gotweapon.Clear(BOAT_WEAPON);
p->curr_weapon = isRRRA()? SLINGBLADE_WEAPON : KNEE_WEAPON; // just in case this is made available for the other games
}
p->NotOnWater = 0;
p->SeaSick = 0;
p->nocheat = 0;
p->DrugMode = 0;
p->drug_stat[0] = 0;
p->drug_stat[1] = 0;
p->drug_stat[2] = 0;
p->drug_aspect = 0;
resetlanepics();
if (numplayers < 2)
{
ufospawn = isRRRA()? 3 : std::min(ud.player_skill*4+1, 32);
ufocnt = 0;
hulkspawn = ud.player_skill + 1;
}
else
{
ufospawn = isRRRA()? 0 :32;
ufocnt = 0;
hulkspawn = isRRRA()? 0 :2;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void resetweapons(int snum)
{
short weapon;
struct player_struct *p;
p = &ps[snum];
for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++)
{
p->ammo_amount[weapon] = 0;
}
p->gotweapon.Zero();
p->oweapon_pos = p->weapon_pos = 6;
p->okickback_pic = p->kickback_pic = 5;
p->curr_weapon = PISTOL_WEAPON;
p->gotweapon.Set(PISTOL_WEAPON);
p->gotweapon.Set(KNEE_WEAPON);
p->ammo_amount[PISTOL_WEAPON] = std::min<int16_t>(max_ammo_amount[PISTOL_WEAPON], 48);
p->gotweapon.Set(HANDREMOTE_WEAPON);
p->last_weapon = -1;
p->show_empty_weapon= 0;
p->last_pissed_time = 0;
p->holster_weapon = 0;
// Always clear these, even for non-RRRA
p->OnMotorcycle = 0;
p->moto_underwater = 0;
p->OnBoat = 0;
p->lotag800kill = 0;
if (isRRRA())
{
chickenphase = 0;
p->ammo_amount[KNEE_WEAPON] = 1;
p->gotweapon.Set(SLINGBLADE_WEAPON);
p->ammo_amount[SLINGBLADE_WEAPON] = 1;
}
OnEvent(EVENT_RESETWEAPONS, -1, snum, -1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void resetinventory(int snum)
{
struct player_struct* p;
p = &ps[snum];
p->inven_icon = 0;
p->boot_amount = 0;
p->scuba_on = 0;
p->scuba_amount = 0;
p->heat_amount = 0;
p->heat_on = 0;
p->jetpack_on = 0;
p->jetpack_amount = 0;
p->shield_amount = max_armour_amount;
p->holoduke_on = -1;
p->holoduke_amount = 0;
p->firstaid_amount = 0;
p->steroids_amount = 0;
p->inven_icon = 0;
if (isRR() && ud.multimode > 1 && ud.coop != 1)
{
p->keys[0] = 1;
p->keys[1] = 1;
p->keys[2] = 1;
p->keys[3] = 1;
p->keys[4] = 1;
}
else
{
p->keys[0] = 0;
p->keys[1] = 0;
p->keys[2] = 0;
p->keys[3] = 0;
p->keys[4] = 0;
}
p->drunkang = 1647;
p->eatang = 1647;
p->drink_amt = 0;
p->eat = 0;
p->drink_timer = 0;
p->eat_timer = 0;
p->shotgun_state[0] = 0;
p->shotgun_state[1] = 0;
p->detonate_time = 0;
p->detonate_count = 0;
p->recoil = 0;
p->yehaa_timer = 0;
resetlanepics();
if (numplayers < 2)
{
ufospawn = std::min(ud.player_skill*4+1, 32);
ufocnt = 0;
hulkspawn = ud.player_skill + 1;
}
else
{
ufospawn = 32;
ufocnt = 0;
hulkspawn = 2;
}
OnEvent(EVENT_RESETINVENTORY, snum, p->i);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void resetprestat(int snum,int g)
{
struct player_struct *p;
short i;
p = &ps[snum];
spriteqloc = 0;
for(i=0;i<spriteqamount;i++) spriteq[i] = -1;
p->hbomb_on = 0;
p->pals.a = 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->oweapon_pos = p->weapon_pos = 6;
p->okickback_pic = p->kickback_pic = 5;
p->last_weapon = -1;
p->weapreccnt = 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;
numanimwalls = 0;
numcyclers = 0;
animatecnt = 0;
parallaxtype = 0;
randomseed = 17L;
paused = 0;
ud.camerasprite =-1;
tempwallptr = 0;
camsprite =-1;
earthquaketime = 0;
WindTime = 0;
WindDir = 0;
fakebubba_spawn = 0;
RRRA_ExitedLevel = 0;
BellTime = 0;
BellSprite = 0;
numinterpolations = 0;
//startofdynamicinterpolations = 0;
if(p->curr_weapon == HANDREMOTE_WEAPON)
{
p->ammo_amount[HANDBOMB_WEAPON]++;
p->curr_weapon = HANDBOMB_WEAPON;
}
p->timebeforeexit = 0;
p->customexitsound = 0;
p->stairs = 0;
//if (!isRRRA()) p->fogtype = 0;
p->noise_x = 131072;
p->noise_y = 131072;
p->donoise = 0;
p->noise_radius = 0;
if (isRR() && ud.multimode > 1 && ud.coop != 1)
{
p->keys[0] = 1;
p->keys[1] = 1;
p->keys[2] = 1;
p->keys[3] = 1;
p->keys[4] = 1;
}
else
{
p->keys[0] = 0;
p->keys[1] = 0;
p->keys[2] = 0;
p->keys[3] = 0;
p->keys[4] = 0;
}
p->drunkang = 1647;
p->eatang = 1647;
p->drink_amt = 0;
p->eat = 0;
p->drink_timer = 0;
p->eat_timer = 0;
p->shotgun_state[0] = 0;
p->shotgun_state[1] = 0;
p->detonate_time = 0;
p->detonate_count = 0;
p->recoil = 0;
p->yehaa_timer = 0;
resetlanepics();
if (numplayers < 2)
{
ufospawn = std::min(ud.player_skill*4+1, 32);
ufocnt = 0;
hulkspawn = ud.player_skill + 1;
}
else
{
ufospawn = 32;
ufocnt = 0;
hulkspawn = 2;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void resetpspritevars(int g)
{
int i, j;
short nexti, circ;
int firstx, firsty;
spritetype* s;
int aimmode[MAXPLAYERS], autoaim[MAXPLAYERS];
STATUSBARTYPE tsbar[MAXPLAYERS];
EGS(ps[0].cursectnum, ps[0].posx, ps[0].posy, ps[0].posz,
TILE_APLAYER, 0, 0, 0, ps[0].getang(), 0, 0, 0, 10);
if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++)
{
aimmode[i] = ps[i].aim_mode;
autoaim[i] = ps[i].auto_aim;
if (ud.multimode > 1 && ud.coop == 1 && ud.last_level >= 0)
{
for (j = 0; j < MAX_WEAPONS; j++)
{
tsbar[i].ammo_amount[j] = ps[i].ammo_amount[j];
tsbar[i].gotweapon.Set(j, ps[i].gotweapon[j]);
}
tsbar[i].shield_amount = ps[i].shield_amount;
tsbar[i].curr_weapon = ps[i].curr_weapon;
tsbar[i].inven_icon = ps[i].inven_icon;
tsbar[i].firstaid_amount = ps[i].firstaid_amount;
tsbar[i].steroids_amount = ps[i].steroids_amount;
tsbar[i].holoduke_amount = ps[i].holoduke_amount;
tsbar[i].jetpack_amount = ps[i].jetpack_amount;
tsbar[i].heat_amount = ps[i].heat_amount;
tsbar[i].scuba_amount = ps[i].scuba_amount;
tsbar[i].boot_amount = ps[i].boot_amount;
}
}
resetplayerstats(0);
for (i = 1; i < MAXPLAYERS; i++)
memcpy(&ps[i], &ps[0], sizeof(ps[0]));
if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++)
{
ps[i].aim_mode = aimmode[i];
ps[i].auto_aim = autoaim[i];
if (ud.multimode > 1 && ud.coop == 1 && ud.last_level >= 0)
{
for (j = 0; j < MAX_WEAPONS; j++)
{
ps[i].ammo_amount[j] = tsbar[i].ammo_amount[j];
ps[i].gotweapon.Set(j, tsbar[i].gotweapon[j]);
}
ps[i].shield_amount = tsbar[i].shield_amount;
ps[i].curr_weapon = tsbar[i].curr_weapon;
ps[i].inven_icon = tsbar[i].inven_icon;
ps[i].firstaid_amount = tsbar[i].firstaid_amount;
ps[i].steroids_amount = tsbar[i].steroids_amount;
ps[i].holoduke_amount = tsbar[i].holoduke_amount;
ps[i].jetpack_amount = tsbar[i].jetpack_amount;
ps[i].heat_amount = tsbar[i].heat_amount;
ps[i].scuba_amount = tsbar[i].scuba_amount;
ps[i].boot_amount = tsbar[i].boot_amount;
}
}
numplayersprites = 0;
circ = 2048 / ud.multimode;
which_palookup = 9;
j = connecthead;
i = headspritestat[STAT_PLAYER];
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
if (numplayersprites == MAXPLAYERS)
I_Error("Too many player sprites (max 16.)");
if (numplayersprites == 0)
{
firstx = ps[0].posx;
firsty = ps[0].posy;
}
po[numplayersprites].ox = s->x;
po[numplayersprites].oy = s->y;
po[numplayersprites].oz = s->z;
po[numplayersprites].oa = s->ang;
po[numplayersprites].os = s->sectnum;
numplayersprites++;
if (j >= 0)
{
s->owner = i;
s->shade = 0;
s->xrepeat = isRR() ? 24 : 42;
s->yrepeat = isRR() ? 17 : 36;
s->cstat = 1 + 256;
s->xoffset = 0;
s->clipdist = 64;
if (ps[j].last_extra == 0)
{
ps[j].last_extra = max_player_health;
s->extra = max_player_health;
}
else s->extra = ps[j].last_extra;
s->yvel = j;
if (ud.last_level == -1)
{
if (s->pal == 0)
{
s->pal = ps[j].palookup = which_palookup;
ud.user_pals[j] = which_palookup;
which_palookup++;
if (which_palookup == 17) which_palookup = 9;
}
else ud.user_pals[j] = ps[j].palookup = s->pal;
}
else
s->pal = ps[j].palookup = ud.user_pals[j];
ps[j].i = i;
ps[j].frag_ps = j;
hittype[i].owner = i;
hittype[i].bposx = ps[j].bobposx = ps[j].oposx = ps[j].posx = s->x;
hittype[i].bposy = ps[j].bobposy = ps[j].oposy = ps[j].posy = s->y;
hittype[i].bposz = ps[j].oposz = ps[j].posz = s->z;
ps[j].setang(s->ang);
ps[j].setoang(s->ang);
updatesector(s->x, s->y, &ps[j].cursectnum);
j = connectpoint2[j];
}
else deletesprite(i);
i = nexti;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void lava_cleararrays();
void prelevel_common(int g)
{
int i;
auto p = &ps[screenpeek];
p->sea_sick_stat = 0;
ufospawnsminion = 0;
pistonsound = 0;
p->SlotWin = 0;
enemysizecheat = 0;
p->MamaEnd = 0;
mamaspawn_count = 15;
banjosound = 0;
RRRA_ExitedLevel = 0;
lava_cleararrays();
geocnt = 0;
ambientfx = 0;
thunderon = 0;
chickenplant = 0;
WindTime = 0;
WindDir = 0;
fakebubba_spawn = 0;
RRRA_ExitedLevel = 0;
mamaspawn_count = 15;
BellTime = 0;
BellSprite = 0;
// RRRA E2L1 fog handling.
fogactive = 0;
resetprestat(0, g);
numclouds = 0;
memset(hittype, 0, sizeof(hittype));
memset(sectorextra, 0, sizeof(sectorextra));
memset(shadedsector, 0, sizeof(shadedsector));
memset(geosectorwarp, -1, sizeof(geosectorwarp));
memset(geosectorwarp2, -1, sizeof(geosectorwarp2));
memset(ambienthitag, -1, sizeof(ambienthitag));
memset(ambientlotag, -1, sizeof(ambientlotag));
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)
{
//setupbackdrop(sector[i].ceilingpicnum);
if (sector[i].ceilingpicnum == TILE_CLOUDYSKIES && numclouds < 127)
clouds[numclouds++] = i;
if (ps[0].one_parallax_sectnum == -1)
ps[0].one_parallax_sectnum = i;
}
if (sector[i].lotag == 32767) //Found a secret room
{
ps[0].max_secret_rooms++;
continue;
}
if (sector[i].lotag == -1)
{
ps[0].exitx = wall[sector[i].wallptr].x;
ps[0].exity = wall[sector[i].wallptr].y;
continue;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void resettimevars(void)
{
cloudclock = 0;
ud.levelclock = 0;
if (camsprite >= 0)
hittype[camsprite].temp_data[0] = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void donewgame(MapRecord* map, int sk)
{
auto p = &ps[0];
show_shareware = 26 * 34;
//ud.nextLevel = map;
ud.player_skill = sk;
ud.secretlevel = 0;
ud.from_bonus = 0;
ud.last_level = -1;
M_ClearMenus();
ResetGameVars();
if (m_coop != 1)
{
if (isWW2GI())
{
for (int i = 0; i < 12/*MAX_WEAPONS*/; i++) // aboive 12 have no data defined and would crash.
{
if (aplWeaponWorksLike[i][0] == PISTOL_WEAPON)
{
p->curr_weapon = i;
p->gotweapon.Set(i);
p->ammo_amount[i] = 48;
}
else if (aplWeaponWorksLike[i][0] == KNEE_WEAPON || aplWeaponWorksLike[i][0] == HANDREMOTE_WEAPON)
{
p->gotweapon.Set(i);
}
}
}
else
{
p->curr_weapon = PISTOL_WEAPON;
p->gotweapon.Set(PISTOL_WEAPON);
p->gotweapon.Set(KNEE_WEAPON);
p->ammo_amount[PISTOL_WEAPON] = 48;
p->gotweapon.Set(HANDREMOTE_WEAPON);
p->last_weapon = -1;
}
p->last_weapon = -1;
}
display_mirror = 0;
if (ud.multimode > 1)
{
if (numplayers < 2)
{
connecthead = 0;
for (int i = 0; i < MAXPLAYERS; i++) connectpoint2[i] = i + 1;
connectpoint2[ud.multimode - 1] = -1;
}
}
else
{
connecthead = 0;
connectpoint2[0] = -1;
}
}
template<class func>
void newgame(MapRecord* map, int sk, func completion)
{
auto completion1 = [=](bool res)
{
if (!isRR() && map->levelNumber == levelnum(3, 0) && (ud.multimode < 2))
{
e4intro([=](bool) { donewgame(map, sk); completion(res); });
}
else
{
donewgame(map, sk);
completion(res);
}
};
if (ud.m_recstat != 2 && ud.last_level >= 0 && ud.multimode > 1 && ud.coop != 1)
dobonus(1, completion1);
#if 0 // this is one lousy hack job that's hopefully not needed anymore.
else if (isRR() && !isRRRA() && map->levelNumber == levelnum(0, 6))
dobonus(0, completion1);
#endif
else completion1(false);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static int LoadTheMap(MapRecord *mi, struct player_struct *p, int gamemode)
{
int16_t lbang;
if (VOLUMEONE && (mi->flags & MI_USERMAP))
{
I_Error("Cannot load user maps with shareware version!\n");
}
if (engineLoadBoard(mi->fileName, VOLUMEONE, &p->pos, &lbang, &p->cursectnum) < 0)
{
I_Error("Map \"%s\" not found or invalid map version!\n", mi->fileName.GetChars());
}
currentLevel = mi;
SECRET_SetMapName(mi->DisplayName(), mi->name);
STAT_NewLevel(mi->fileName);
if (isRR() && !isRRRA() && mi->levelNumber == levelnum(1, 1))
{
for (int i = PISTOL_WEAPON; i < MAX_WEAPONS; i++)
ps[0].ammo_amount[i] = 0;
ps[0].gotweapon.Clear(KNEE_WEAPON);
}
p->setang(lbang);
memset(gotpic, 0, sizeof(gotpic));
if (isRR()) prelevel_r(gamemode);
else prelevel_d(gamemode);
if (isRRRA() && mi->levelNumber == levelnum(2, 0))
{
for (int i = PISTOL_WEAPON; i < MAX_WEAPONS; i++)
ps[0].ammo_amount[i] = 0;
ps[0].gotweapon.Clear(KNEE_WEAPON);
ps[0].gotweapon.Set(SLINGBLADE_WEAPON);
ps[0].ammo_amount[SLINGBLADE_WEAPON] = 1;
ps[0].curr_weapon = SLINGBLADE_WEAPON;
}
allignwarpelevators();
resetpspritevars(gamemode);
if (isRR()) cacheit_r(); else cacheit_d();
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void clearfrags(void)
{
for (int i = 0; i < ud.multimode; i++)
{
ps[i].frag = ps[i].fraggedself = 0;
}
memset(frags, 0, sizeof(frags));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void enterlevel(MapRecord *mi, int gamemode)
{
// flushpackets();
// waitforeverybody();
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.ffire = ud.m_ffire;
OnEvent(EVENT_ENTERLEVEL);
// Stop all sounds
S_ResumeSound(false);
FX_StopAllSounds();
FX_SetReverb(0);
auto p = &ps[0];
LoadTheMap(mi, p, gamemode);
// Try this first so that it can disable the CD player if no tracks are found.
if (isRR())
S_PlayRRMusic();
if (ud.recstat != 2)
{
S_PlayLevelMusic(mi);
}
if (VOLUMEONE && mi->levelNumber == 0 && ud.recstat != 2) FTA(QUOTE_F1HELP, &ps[myconnectindex]);
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
int pn = sector[sprite[ps[i].i].sectnum].floorpicnum;
if (pn == TILE_HURTRAIL || pn == TILE_FLOORSLIME || pn == TILE_FLOORPLASMA)
{
resetweapons(i);
resetinventory(i);
ps[i].gotweapon.Clear(PISTOL_WEAPON);
ps[i].ammo_amount[PISTOL_WEAPON] = 0;
ps[i].curr_weapon = KNEE_WEAPON;
ps[i].okickback_pic = ps[i].kickback_pic = 0;
}
}
resetmys();
setpal(&ps[myconnectindex]);
everyothertime = 0;
global_random = 0;
ud.last_level = currentLevel->levelNumber;
for (int i=numinterpolations-1; i>=0; i--) bakipos[i] = *curipos[i];
ps[myconnectindex].over_shoulder_on = 0;
clearfrags();
resettimevars(); // Here we go
setLevelStarted(mi);
}
//---------------------------------------------------------------------------
//
// Start a new game from the menu
//
//---------------------------------------------------------------------------
void startnewgame(MapRecord* map, int skill)
{
ud.player_skill = skill;
ud.m_respawn_monsters = (skill == 4);
ud.m_monsters_off = ud.monsters_off = 0;
ud.m_respawn_items = 0;
ud.m_respawn_inventory = 0;
ud.multimode = 1;
newgame(map, skill, [=](bool)
{
enterlevel(map, 0);
ud.showweapons = cl_showweapon;
setlocalplayerinput(&ps[myconnectindex]);
PlayerColorChanged();
inputState.ClearAllInput();
gameaction = ga_level;
});
}
//---------------------------------------------------------------------------
//
// Ideally this will become the only place where map progression gets set up.
//
//---------------------------------------------------------------------------
bool setnextmap(bool checksecretexit)
{
MapRecord* map = nullptr;;
int from_bonus = 0;
if (ud.eog)
{
}
else if (checksecretexit && ud.from_bonus == 0)
{
if (ud.secretlevel > 0)
{
int newlevnum = levelnum(volfromlevelnum(currentLevel->levelNumber), ud.secretlevel-1);
map = FindMapByLevelNum(newlevnum);
if (map)
{
from_bonus = currentLevel->levelNumber + 1;
}
}
}
else if (ud.from_bonus && currentLevel->nextLevel == -1) // if the current level has an explicit link, use that instead of ud.from_bonus.
{
map = FindMapByLevelNum(ud.from_bonus);
}
else
{
map = FindNextMap(currentLevel);
}
// Make sure these two are cleared in case the map check errors out.
ud.from_bonus = 0;
ud.secretlevel = 0;
if (map)
{
// If the map doesn't exist, abort with a meaningful message instead of crashing.
if (fileSystem.FindFile(map->fileName) < 0)
{
I_Error("Trying to open non-existent %s", map->fileName.GetChars());
}
ud.from_bonus = from_bonus;
}
CompleteLevel(map);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void exitlevel(MapRecord *nextlevel)
{
bool endofgame = nextlevel == nullptr;
STAT_Update(endofgame);
setpal(&ps[myconnectindex]);
dobonus(endofgame? -1 : 0, [=](bool)
{
// Clear potentially loaded per-map ART only after the bonus screens.
artClearMapArt();
gameaction = ga_level;
if (endofgame)
{
if (ud.multimode < 2)
{
if (!VOLUMEALL)
doorders([](bool) { gameaction = ga_startup; });
else gameaction = ga_startup;
return;
}
else
{
auto nextlevel = FindMapByLevelNum(0);
if (!nextlevel)
{
gameaction = ga_startup;
return;
}
else gameaction = ga_nextlevel;
}
}
else
gameaction = ga_nextlevel;
});
}
END_DUKE_NS