mirror of
https://github.com/ZDoom/raze-gles.git
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0ab3b33a6c
* 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.
1109 lines
28 KiB
C++
1109 lines
28 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2017-2019 Nuke.YKT
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "mapinfo.h"
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#include "secrets.h"
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#include "statistics.h"
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#include "gamestate.h"
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#include "sbar.h"
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#include "automap.h"
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BEGIN_DUKE_NS
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int which_palookup = 9;
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void pickrandomspot(int snum)
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{
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struct player_struct *p;
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short i;
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p = &ps[snum];
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if( ud.multimode > 1 && ud.coop != 1)
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i = krand()%numplayersprites;
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else i = snum;
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p->bobposx = p->oposx = p->posx = po[i].ox;
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p->bobposy = p->oposy = p->posy = po[i].oy;
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p->oposz = p->posz = po[i].oz;
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p->setang(po[i].oa);
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p->setoang(po[i].oa);
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p->cursectnum = po[i].os;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void resetplayerstats(int snum)
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{
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struct player_struct *p;
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p = &ps[snum];
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gFullMap = 0;
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p->dead_flag = 0;
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p->wackedbyactor = -1;
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p->falling_counter = 0;
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p->quick_kick = 0;
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p->subweapon = 0;
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p->last_full_weapon = 0;
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p->ftq = 0;
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p->tipincs = 0;
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p->buttonpalette = 0;
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p->actorsqu =-1;
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p->invdisptime = 0;
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p->refresh_inventory= 0;
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p->last_pissed_time = 0;
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p->holster_weapon = 0;
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p->pycount = 0;
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p->pyoff = 0;
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p->opyoff = 0;
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p->loogcnt = 0;
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p->psectlotag = 0;
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p->weapon_sway = 0;
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// p->select_dir = 0;
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p->extra_extra8 = 0;
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p->show_empty_weapon= 0;
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p->dummyplayersprite=-1;
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p->crack_time = 0;
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p->hbomb_hold_delay = 0;
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p->transporter_hold = 0;
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p->wantweaponfire = -1;
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p->hurt_delay = 0;
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p->hurt_delay2 = 0;
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p->footprintcount = 0;
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p->footprintpal = 0;
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p->footprintshade = 0;
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p->jumping_toggle = 0;
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p->sethoriz(140); //!!
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p->oq16horiz = p->q16horiz;
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p->sethorizoff(0);
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p->oq16horizoff = p->q16horizoff;
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p->bobcounter = 0;
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p->on_ground = 0;
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p->player_par = 0;
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sync[snum].actions |= SB_CENTERVIEW;
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p->airleft = 15*26;
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p->rapid_fire_hold = 0;
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p->toggle_key_flag = 0;
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p->access_spritenum = -1;
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if(ud.multimode > 1 && ud.coop != 1 )
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p->got_access = 7;
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else p->got_access = 0;
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p->random_club_frame= 0;
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p->on_warping_sector = 0;
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p->spritebridge = 0;
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p->palette = 0;
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if(p->steroids_amount < 400 )
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{
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p->steroids_amount = 0;
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p->inven_icon = 0;
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}
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p->heat_on = 0;
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p->jetpack_on = 0;
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p->holoduke_on = -1;
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p->setlookang(512 - ((currentLevel->levelNumber & 1) << 10));
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p->oq16look_ang = p->q16look_ang;
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p->setrotscrnang(0);
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p->oq16rotscrnang = p->q16rotscrnang;
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p->newowner =-1;
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p->jumping_counter = 0;
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p->hard_landing = 0;
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p->posxv = 0; //!!
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p->posyv = 0;
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p->poszv = 0;
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p->fric.x = 0;
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p->fric.y = 0;
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p->somethingonplayer =-1;
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p->one_eighty_count = 0;
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p->on_crane = -1;
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if(p->curr_weapon == PISTOL_WEAPON)
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p->okickback_pic = p->kickback_pic = isRR()? 22 : 5;
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else p->okickback_pic = p->kickback_pic = 0;
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p->oweapon_pos = p->weapon_pos = 6;
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p->walking_snd_toggle= 0;
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p->weapon_ang = 0;
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p->knuckle_incs = 1;
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p->fist_incs = 0;
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p->knee_incs = 0;
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setpal(p);
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p->stairs = 0;
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p->noise_x = 0;
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p->noise_y = 0;
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p->donoise = 0;
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p->noise_radius = 0;
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if (isRR() && ud.multimode > 1 && ud.coop != 1)
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{
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p->keys[0] = 1;
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p->keys[1] = 1;
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p->keys[2] = 1;
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p->keys[3] = 1;
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p->keys[4] = 1;
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}
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else
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{
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p->keys[0] = 0;
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p->keys[1] = 0;
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p->keys[2] = 0;
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p->keys[3] = 0;
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p->keys[4] = 0;
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}
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wupass = 0;
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//p->at582 = 0;
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p->drunkang = 1647;
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p->eatang = 1647;
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p->drink_amt = 0;
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p->eat = 0;
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p->drink_timer = 4096;
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p->eat_timer = 4096;
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p->shotgun_state[0] = 0;
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p->shotgun_state[1] = 0;
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p->detonate_time = 0;
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p->detonate_count = 0;
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p->recoil = 0;
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p->yehaa_timer = 0;
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chickenphase = 0;
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if (p->OnMotorcycle)
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{
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p->OnMotorcycle = 0;
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p->gotweapon.Clear(MOTORCYCLE_WEAPON);
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p->curr_weapon = isRRRA()? SLINGBLADE_WEAPON : KNEE_WEAPON; // just in case this is made available for the other games
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}
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p->lotag800kill = 0;
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p->moto_do_bump = 0;
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p->MotoOnGround = 1;
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p->moto_underwater = 0;
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p->MotoSpeed = 0;
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p->TiltStatus = 0;
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p->moto_drink = 0;
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p->VBumpTarget = 0;
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p->VBumpNow =0;
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p->moto_bump_fast = 0;
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p->TurbCount = 0;
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p->moto_on_mud = 0;
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p->moto_on_oil = 0;
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if (p->OnBoat)
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{
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p->OnBoat = 0;
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p->gotweapon.Clear(BOAT_WEAPON);
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p->curr_weapon = isRRRA()? SLINGBLADE_WEAPON : KNEE_WEAPON; // just in case this is made available for the other games
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}
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p->NotOnWater = 0;
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p->SeaSick = 0;
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p->nocheat = 0;
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p->DrugMode = 0;
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p->drug_stat[0] = 0;
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p->drug_stat[1] = 0;
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p->drug_stat[2] = 0;
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p->drug_aspect = 0;
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resetlanepics();
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if (numplayers < 2)
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{
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ufospawn = isRRRA()? 3 : std::min(ud.player_skill*4+1, 32);
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ufocnt = 0;
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hulkspawn = ud.player_skill + 1;
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}
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else
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{
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ufospawn = isRRRA()? 0 :32;
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ufocnt = 0;
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hulkspawn = isRRRA()? 0 :2;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void resetweapons(int snum)
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{
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short weapon;
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struct player_struct *p;
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p = &ps[snum];
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for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++)
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{
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p->ammo_amount[weapon] = 0;
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}
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p->gotweapon.Zero();
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p->oweapon_pos = p->weapon_pos = 6;
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p->okickback_pic = p->kickback_pic = 5;
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p->curr_weapon = PISTOL_WEAPON;
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p->gotweapon.Set(PISTOL_WEAPON);
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p->gotweapon.Set(KNEE_WEAPON);
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p->ammo_amount[PISTOL_WEAPON] = std::min<int16_t>(max_ammo_amount[PISTOL_WEAPON], 48);
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p->gotweapon.Set(HANDREMOTE_WEAPON);
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p->last_weapon = -1;
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p->show_empty_weapon= 0;
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p->last_pissed_time = 0;
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p->holster_weapon = 0;
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// Always clear these, even for non-RRRA
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p->OnMotorcycle = 0;
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p->moto_underwater = 0;
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p->OnBoat = 0;
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p->lotag800kill = 0;
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if (isRRRA())
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{
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chickenphase = 0;
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p->ammo_amount[KNEE_WEAPON] = 1;
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p->gotweapon.Set(SLINGBLADE_WEAPON);
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p->ammo_amount[SLINGBLADE_WEAPON] = 1;
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}
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OnEvent(EVENT_RESETWEAPONS, -1, snum, -1);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void resetinventory(int snum)
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{
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struct player_struct* p;
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p = &ps[snum];
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p->inven_icon = 0;
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p->boot_amount = 0;
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p->scuba_on = 0;
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p->scuba_amount = 0;
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p->heat_amount = 0;
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p->heat_on = 0;
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p->jetpack_on = 0;
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p->jetpack_amount = 0;
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p->shield_amount = max_armour_amount;
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p->holoduke_on = -1;
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p->holoduke_amount = 0;
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p->firstaid_amount = 0;
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p->steroids_amount = 0;
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p->inven_icon = 0;
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if (isRR() && ud.multimode > 1 && ud.coop != 1)
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{
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p->keys[0] = 1;
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p->keys[1] = 1;
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p->keys[2] = 1;
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p->keys[3] = 1;
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p->keys[4] = 1;
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}
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else
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{
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p->keys[0] = 0;
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p->keys[1] = 0;
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p->keys[2] = 0;
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p->keys[3] = 0;
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p->keys[4] = 0;
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}
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p->drunkang = 1647;
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p->eatang = 1647;
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p->drink_amt = 0;
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p->eat = 0;
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p->drink_timer = 0;
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p->eat_timer = 0;
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p->shotgun_state[0] = 0;
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p->shotgun_state[1] = 0;
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p->detonate_time = 0;
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p->detonate_count = 0;
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p->recoil = 0;
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p->yehaa_timer = 0;
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resetlanepics();
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if (numplayers < 2)
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{
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ufospawn = std::min(ud.player_skill*4+1, 32);
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ufocnt = 0;
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hulkspawn = ud.player_skill + 1;
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}
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else
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{
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ufospawn = 32;
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ufocnt = 0;
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hulkspawn = 2;
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}
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OnEvent(EVENT_RESETINVENTORY, snum, p->i);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void resetprestat(int snum,int g)
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{
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struct player_struct *p;
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short i;
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p = &ps[snum];
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spriteqloc = 0;
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for(i=0;i<spriteqamount;i++) spriteq[i] = -1;
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p->hbomb_on = 0;
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p->pals.a = 0;
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p->toggle_key_flag = 0;
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p->secret_rooms = 0;
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p->max_secret_rooms = 0;
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p->actors_killed = 0;
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p->max_actors_killed = 0;
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p->lastrandomspot = 0;
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p->oweapon_pos = p->weapon_pos = 6;
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p->okickback_pic = p->kickback_pic = 5;
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p->last_weapon = -1;
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p->weapreccnt = 0;
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p->show_empty_weapon= 0;
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p->holster_weapon = 0;
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p->last_pissed_time = 0;
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p->one_parallax_sectnum = -1;
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p->visibility = ud.const_visibility;
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screenpeek = myconnectindex;
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numanimwalls = 0;
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numcyclers = 0;
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animatecnt = 0;
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parallaxtype = 0;
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randomseed = 17L;
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paused = 0;
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ud.camerasprite =-1;
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tempwallptr = 0;
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camsprite =-1;
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earthquaketime = 0;
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WindTime = 0;
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WindDir = 0;
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fakebubba_spawn = 0;
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RRRA_ExitedLevel = 0;
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BellTime = 0;
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BellSprite = 0;
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numinterpolations = 0;
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//startofdynamicinterpolations = 0;
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if(p->curr_weapon == HANDREMOTE_WEAPON)
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{
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p->ammo_amount[HANDBOMB_WEAPON]++;
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p->curr_weapon = HANDBOMB_WEAPON;
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}
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p->timebeforeexit = 0;
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p->customexitsound = 0;
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p->stairs = 0;
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//if (!isRRRA()) p->fogtype = 0;
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p->noise_x = 131072;
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p->noise_y = 131072;
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p->donoise = 0;
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p->noise_radius = 0;
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if (isRR() && ud.multimode > 1 && ud.coop != 1)
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{
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p->keys[0] = 1;
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p->keys[1] = 1;
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p->keys[2] = 1;
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p->keys[3] = 1;
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p->keys[4] = 1;
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}
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else
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{
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p->keys[0] = 0;
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p->keys[1] = 0;
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p->keys[2] = 0;
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p->keys[3] = 0;
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p->keys[4] = 0;
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}
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p->drunkang = 1647;
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p->eatang = 1647;
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p->drink_amt = 0;
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p->eat = 0;
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p->drink_timer = 0;
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p->eat_timer = 0;
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p->shotgun_state[0] = 0;
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p->shotgun_state[1] = 0;
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p->detonate_time = 0;
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p->detonate_count = 0;
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p->recoil = 0;
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p->yehaa_timer = 0;
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resetlanepics();
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if (numplayers < 2)
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{
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ufospawn = std::min(ud.player_skill*4+1, 32);
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ufocnt = 0;
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hulkspawn = ud.player_skill + 1;
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}
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else
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{
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ufospawn = 32;
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ufocnt = 0;
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hulkspawn = 2;
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}
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}
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|
|
//---------------------------------------------------------------------------
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//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
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|
|
void resetpspritevars(int g)
|
|
{
|
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int i, j;
|
|
short nexti, circ;
|
|
int firstx, firsty;
|
|
spritetype* s;
|
|
int aimmode[MAXPLAYERS], autoaim[MAXPLAYERS];
|
|
STATUSBARTYPE tsbar[MAXPLAYERS];
|
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|
|
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
|