raze-gles/polymer/eduke32/source/premap.c

2031 lines
61 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2016 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "duke3d.h"
#include "anim.h"
#include "menus.h"
#include "demo.h"
#ifdef LUNATIC
# include "lunatic_game.h"
#endif
halfdimen_t g_halfScreen;
int32_t g_halveScreenArea = 0;
static int32_t g_whichPalForPlayer = 9;
static uint8_t precachehightile[2][MAXTILES>>3];
static int32_t g_precacheCount;
extern int32_t g_levelTextTime;
static void flag_precache(int32_t tile, int32_t type)
{
if (!(gotpic[tile>>3] & pow2char[tile&7]))
g_precacheCount++;
gotpic[tile>>3] |= pow2char[tile&7];
precachehightile[type][tile>>3] |= pow2char[tile&7];
}
static void tloadtile(int32_t tilenume, int32_t type)
{
int32_t i,j;
if ((picanm[tilenume].sf&PICANM_ANIMTYPE_MASK)==PICANM_ANIMTYPE_BACK)
{
i = tilenume - picanm[tilenume].num;
j = tilenume;
}
else
{
i = tilenume;
j = tilenume + picanm[tilenume].num;
}
for (; i<=j; i++)
flag_precache(i, type);
}
static void G_CacheSpriteNum(int32_t i)
{
char maxc;
int32_t j;
if (ud.monsters_off && A_CheckEnemySprite(&sprite[i])) return;
maxc = 1;
for (j = PN(i); j <= g_tile[PN(i)].cacherange; j++)
tloadtile(j,1);
switch (DYNAMICTILEMAP(PN(i)))
{
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(i); j < (PN(i)+maxc); j++) tloadtile(j,1);
}
static void G_PrecacheSprites(void)
{
int32_t i,j;
for (i=0; i<MAXTILES; i++)
{
if (g_tile[i].flags & SFLAG_PROJECTILE)
tloadtile(i,1);
if (A_CheckSpriteTileFlags(i, SFLAG_CACHE))
for (j = i; j <= g_tile[i].cacherange; j++)
tloadtile(j,1);
}
tloadtile(BOTTOMSTATUSBAR,1);
if ((g_netServer || ud.multimode > 1))
tloadtile(FRAGBAR,1);
tloadtile(VIEWSCREEN,1);
for (i=STARTALPHANUM; i<ENDALPHANUM+1; i++) tloadtile(i,1);
for (i=BIGALPHANUM-11; i<BIGALPHANUM+82; i++) tloadtile(i,1);
for (i=MINIFONT; i<MINIFONT+93; i++) tloadtile(i,1);
for (i=FOOTPRINTS; i<FOOTPRINTS+3; i++) tloadtile(i,1);
for (i = BURNING; i < BURNING+14; i++) tloadtile(i,1);
for (i = BURNING2; i < BURNING2+14; i++) tloadtile(i,1);
for (i = CRACKKNUCKLES; i < CRACKKNUCKLES+4; i++) tloadtile(i,1);
for (i = FIRSTGUN; i < FIRSTGUN+3 ; i++) tloadtile(i,1);
for (i = FIRSTGUNRELOAD; i < FIRSTGUNRELOAD+8 ; i++) tloadtile(i,1);
for (i = EXPLOSION2; i < EXPLOSION2+21 ; i++) tloadtile(i,1);
for (i = COOLEXPLOSION1; i < COOLEXPLOSION1+21 ; i++) tloadtile(i,1);
tloadtile(BULLETHOLE,1);
tloadtile(BLOODPOOL,1);
for (i = TRANSPORTERBEAM; i < (TRANSPORTERBEAM+6); i++) tloadtile(i,1);
for (i = SMALLSMOKE; i < (SMALLSMOKE+4); i++) tloadtile(i,1);
for (i = SHOTSPARK1; i < (SHOTSPARK1+4); i++) tloadtile(i,1);
for (i = BLOOD; i < (BLOOD+4); i++) tloadtile(i,1);
for (i = JIBS1; i < (JIBS5+5); i++) tloadtile(i,1);
for (i = JIBS6; i < (JIBS6+8); i++) tloadtile(i,1);
for (i = SCRAP1; i < (SCRAP1+29); i++) tloadtile(i,1);
tloadtile(FIRELASER,1);
for (i=TRANSPORTERSTAR; i<TRANSPORTERSTAR+6; i++) tloadtile(i,1);
for (i=FORCERIPPLE; i<(FORCERIPPLE+9); i++) tloadtile(i,1);
for (i=MENUSCREEN; i<DUKECAR; i++) tloadtile(i,1);
for (i=RPG; i<RPG+7; i++) tloadtile(i,1);
for (i=FREEZEBLAST; i<FREEZEBLAST+3; i++) tloadtile(i,1);
for (i=SHRINKSPARK; i<SHRINKSPARK+4; i++) tloadtile(i,1);
for (i=GROWSPARK; i<GROWSPARK+4; i++) tloadtile(i,1);
for (i=SHRINKEREXPLOSION; i<SHRINKEREXPLOSION+4; i++) tloadtile(i,1);
for (i=MORTER; i<MORTER+4; i++) tloadtile(i,1);
for (i=0; i<=60; i++) tloadtile(i,1);
}
// FIXME: this function is a piece of shit, needs specific sounds listed
static int32_t G_CacheSound(uint32_t num)
{
if (num >= MAXSOUNDS || !ud.config.SoundToggle) return 0;
if (EDUKE32_PREDICT_FALSE(!g_sounds[num].filename)) return 0;
int32_t fp = S_OpenAudio(g_sounds[num].filename, g_loadFromGroupOnly, 0);
if (EDUKE32_PREDICT_FALSE(fp == -1))
{
// OSD_Printf(OSDTEXT_RED "Sound %s(#%d) not found!\n",g_sounds[num].filename,num);
return 0;
}
int32_t l = kfilelength(fp);
g_sounds[num].soundsiz = l;
if ((ud.level_number == 0 && ud.volume_number == 0 && (num == 189 || num == 232 || num == 99 || num == 233 || num == 17)) ||
(l < 12288))
{
g_soundlocks[num] = 199;
allocache((intptr_t *)&g_sounds[num].ptr,l,(char *)&g_soundlocks[num]);
if (g_sounds[num].ptr != NULL)
kread(fp, g_sounds[num].ptr , l);
}
kclose(fp);
return 1;
}
static void G_PrecacheSounds(void)
{
int32_t i, j = 0;
for (i=MAXSOUNDS-1; i>=0; i--)
if (g_sounds[i].ptr == 0)
{
j++;
if ((j&7) == 0)
G_HandleAsync();
G_CacheSound(i);
}
}
static void G_DoLoadScreen(const char *statustext, int32_t percent)
{
int32_t i=0,j;
if (ud.recstat != 2)
{
j = VM_OnEventWithReturn(EVENT_GETLOADTILE, -1, myconnectindex, LOADSCREEN);
//g_player[myconnectindex].ps->palette = palette;
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 1); // JBF 20040308
if (!statustext)
{
i = ud.screen_size;
ud.screen_size = 0;
G_UpdateScreenArea();
clearallviews(0L);
}
if ((uint32_t)j < 2*MAXTILES)
{
clearallviews(0);
rotatesprite_fs(320<<15,200<<15,65536L,0, j > MAXTILES-1?j-MAXTILES:j,0,0,
2+8+64+BGSTRETCH);
}
else
{
nextpage();
return;
}
if (boardfilename[0] != 0 && ud.level_number == 7 && ud.volume_number == 0)
{
menutext(160,90,0,0,"Loading User Map");
gametextpal(160,90+10,boardfilename,14,2);
}
else
{
menutext(160,90,0,0,"Loading");
if (g_mapInfo[(ud.volume_number*MAXLEVELS) + ud.level_number].name != NULL)
menutext(160,90+16+8,0,0,g_mapInfo[(ud.volume_number*MAXLEVELS) + ud.level_number].name);
}
#ifndef EDUKE32_TOUCH_DEVICES
if (statustext) gametext(160,180,statustext,0,2+8+16);
#endif
if (percent != -1)
{
int32_t ii = scale(scale(xdim-1,288,320),percent,100);
rotatesprite(31<<16,145<<16,65536,0,929,15,0,2+8+16,0,0,ii,ydim-1);
rotatesprite(159<<16,145<<16,65536,0,929,15,0,2+8+16,0,0,ii,ydim-1);
rotatesprite(30<<16,144<<16,65536,0,929,0,0,2+8+16,0,0,ii,ydim-1);
rotatesprite(158<<16,144<<16,65536,0,929,0,0,2+8+16,0,0,ii,ydim-1);
}
VM_OnEventWithReturn(EVENT_DISPLAYLOADINGSCREEN, g_player[screenpeek].ps->i, screenpeek, percent);
nextpage();
if (!statustext)
{
KB_FlushKeyboardQueue();
ud.screen_size = i;
}
}
else
{
if (!statustext)
{
clearallviews(0L);
//g_player[myconnectindex].ps->palette = palette;
//G_FadePalette(0,0,0,0);
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); // JBF 20040308
}
/*Gv_SetVar(g_iReturnVarID,LOADSCREEN, -1, -1);*/
j = VM_OnEventWithReturn(EVENT_GETLOADTILE, -1, myconnectindex, LOADSCREEN);
if ((uint32_t)j < 2*MAXTILES)
{
rotatesprite_fs(320<<15,200<<15,65536L, 0,j > MAXTILES-1?j-MAXTILES:j,0,0,
2+8+64+BGSTRETCH);
}
else
{
nextpage();
return;
}
menutext(160,105,0,0,"Loading...");
if (statustext) gametext(160,180,statustext,0,2+8+16);
VM_OnEventWithReturn(EVENT_DISPLAYLOADINGSCREEN, g_player[screenpeek].ps->i, screenpeek, percent);
nextpage();
}
}
extern void G_SetCrosshairColor(int32_t r, int32_t g, int32_t b);
extern palette_t CrosshairColors;
void G_CacheMapData(void)
{
int32_t i,j,pc=0;
int32_t tc;
uint32_t starttime, endtime;
if (ud.recstat == 2)
return;
#ifndef EDUKE32_TOUCH_DEVICES
S_PauseMusic(1);
#endif
if (g_mapInfo[MUS_LOADING].musicfn)
{
S_StopMusic();
S_PlayMusic(g_mapInfo[MUS_LOADING].musicfn);
}
#if defined EDUKE32_TOUCH_DEVICES && defined USE_OPENGL
polymost_glreset();
#endif
starttime = getticks();
G_PrecacheSounds();
G_PrecacheSprites();
for (i=0; i<numwalls; i++)
{
tloadtile(wall[i].picnum, 0);
if (wall[i].overpicnum >= 0)
{
tloadtile(wall[i].overpicnum, 0);
}
}
for (i=0; i<numsectors; i++)
{
tloadtile(sector[i].floorpicnum, 0);
tloadtile(sector[i].ceilingpicnum, 0);
if (sector[i].ceilingpicnum == LA) // JBF 20040509: if( waloff[sector[i].ceilingpicnum] == LA) WTF?!?!?!?
{
tloadtile(LA+1, 0);
tloadtile(LA+2, 0);
}
for (SPRITES_OF_SECT(i, j))
if (sprite[j].xrepeat != 0 && sprite[j].yrepeat != 0 && (sprite[j].cstat&32768) == 0)
G_CacheSpriteNum(j);
}
tc = totalclock;
j = 0;
int lpc = -1;
for (i=0; i<MAXTILES; i++)
{
if (!(i&7) && !gotpic[i>>3])
{
i+=7;
continue;
}
if (gotpic[i>>3] & pow2char[i&7])
{
if (waloff[i] == 0)
loadtile((int16_t)i);
#ifdef USE_OPENGL
// PRECACHE
if (ud.config.useprecache && bpp > 8)
{
int32_t k,type;
for (type=0; type<=1; type++)
if (precachehightile[type][i>>3] & pow2char[i&7])
{
k = 0;
for (k=0; k<MAXPALOOKUPS-RESERVEDPALS && !KB_KeyPressed(sc_Space); k++)
{
// this is the CROSSHAIR_PAL, see comment in game.c
if (k == MAXPALOOKUPS-RESERVEDPALS-1)
break;
#ifdef POLYMER
if (getrendermode() != REND_POLYMER || !polymer_havehighpalookup(0, k))
#endif
polymost_precache(i,k,type);
}
#ifdef USE_GLEXT
if (r_detailmapping && !KB_KeyPressed(sc_Space))
polymost_precache(i,DETAILPAL,type);
if (r_glowmapping && !KB_KeyPressed(sc_Space))
polymost_precache(i,GLOWPAL,type);
#endif
#ifdef POLYMER
if (getrendermode() == REND_POLYMER)
{
if (pr_specularmapping && !KB_KeyPressed(sc_Space))
polymost_precache(i,SPECULARPAL,type);
if (pr_normalmapping && !KB_KeyPressed(sc_Space))
polymost_precache(i,NORMALPAL,type);
}
#endif
}
}
#endif
j++;
pc++;
}
else continue;
MUSIC_Update();
if ((j&7) == 0)
G_HandleAsync();
if (bpp > 8 && totalclock - tc > TICRATE/4)
{
/*Bsprintf(tempbuf,"%d resources remaining\n",g_precacheCount-pc+1);*/
int percentage = min(100, tabledivide32_noinline(100 * pc, g_precacheCount));
while (percentage > lpc)
{
Bsprintf(tempbuf, "Loaded %d%% (%d/%d textures)\n", lpc, pc, g_precacheCount);
G_DoLoadScreen(tempbuf, lpc);
sampletimer();
if (totalclock - tc >= 1)
{
tc = totalclock;
lpc++;
}
// OSD_Printf("percentage %d lpc %d\n", percentage, lpc);
}
tc = totalclock;
}
}
Bmemset(gotpic, 0, sizeof(gotpic));
endtime = getticks();
OSD_Printf("Cache time: %dms\n", endtime-starttime);
}
void G_UpdateScreenArea(void)
{
if (!in3dmode())
return;
ud.screen_size = clamp(ud.screen_size, 0, 64);
if (ud.screen_size == 0)
flushperms();
{
const int32_t ss = max(ud.screen_size-8,0);
const int32_t x1 = scale(ss,xdim,160);
int32_t x2 = xdim-x1;
int32_t y1 = ss;
int32_t y2 = 200;
if (ud.screen_size > 0 && (g_gametypeFlags[ud.coop]&GAMETYPE_FRAGBAR) && (g_netServer || ud.multimode > 1))
{
int32_t i, j = 0;
for (TRAVERSE_CONNECT(i))
if (i > j) j = i;
if (j >= 1) y1 += 8;
if (j >= 4) y1 += 8;
if (j >= 8) y1 += 8;
if (j >= 12) y1 += 8;
}
if (ud.screen_size >= 8 && ud.statusbarmode==0)
y2 -= (ss+scale(tilesiz[BOTTOMSTATUSBAR].y,ud.statusbarscale,100));
y1 = scale(y1,ydim,200);
y2 = scale(y2,ydim,200)+(getrendermode() != REND_CLASSIC);
if (g_halveScreenArea)
{
int32_t ourxdimen=x2-x1, ourydimen=y2-y1;
g_halfScreen.x1 = x1;
g_halfScreen.y1 = y1;
g_halfScreen.xdimen = (ourxdimen>>1);
g_halfScreen.ydimen = (ourydimen>>1);
x2 = x1 + (ourxdimen>>1);
y2 = y1 + (ourydimen>>1);
}
setview(x1,y1,x2-1,y2-1);
}
G_GetCrosshairColor();
G_SetCrosshairColor(CrosshairColors.r, CrosshairColors.g, CrosshairColors.b);
pub = NUMPAGES;
pus = NUMPAGES;
}
void P_RandomSpawnPoint(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
int32_t i = playerNum;
uint32_t dist;
uint32_t pdist = -1;
if ((g_netServer || ud.multimode > 1) && !(g_gametypeFlags[ud.coop] & GAMETYPE_FIXEDRESPAWN))
{
i = krand() % g_playerSpawnCnt;
if (g_gametypeFlags[ud.coop] & GAMETYPE_TDMSPAWN)
{
for (bssize_t j=0; j<ud.multimode; j++)
{
if (j != playerNum && g_player[j].ps->team == pPlayer->team && sprite[g_player[j].ps->i].extra > 0)
{
for (bssize_t k=0; k<g_playerSpawnCnt; k++)
{
dist = FindDistance2D(g_player[j].ps->pos.x - g_playerSpawnPoints[k].pos.x,
g_player[j].ps->pos.y - g_playerSpawnPoints[k].pos.y);
if (dist < pdist)
i = k, pdist = dist;
}
break;
}
}
}
}
pPlayer->pos = g_playerSpawnPoints[i].pos;
pPlayer->opos = pPlayer->pos;
pPlayer->bobpos = *(vec2_t *)&pPlayer->pos;
pPlayer->ang = g_playerSpawnPoints[i].ang;
pPlayer->cursectnum = g_playerSpawnPoints[i].sect;
sprite[pPlayer->i].cstat = 1 + 256;
}
static inline void P_ResetTintFade(DukePlayer_t *const pPlayer)
{
pPlayer->pals.f = 0;
#ifdef LUNATIC
pPlayer->palsfadeprio = 0;
#endif
}
void P_ResetPlayer(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
spritetype *const pSprite = &sprite[pPlayer->i];
vec3_t tmpvect = pPlayer->pos;
tmpvect.z += PHEIGHT;
P_RandomSpawnPoint(playerNum);
pPlayer->opos = pPlayer->pos;
pPlayer->bobpos = *(vec2_t *)&pPlayer->pos;
actor[pPlayer->i].bpos = pPlayer->pos;
*(vec3_t *)pSprite = pPlayer->pos;
updatesector(pPlayer->pos.x, pPlayer->pos.y, &pPlayer->cursectnum);
setsprite(pPlayer->i, &tmpvect);
pSprite->cstat = 257;
pSprite->shade = -12;
pSprite->clipdist = 64;
pSprite->xrepeat = 42;
pSprite->yrepeat = 36;
pSprite->owner = pPlayer->i;
pSprite->xoffset = 0;
pSprite->pal = pPlayer->palookup;
pPlayer->last_extra = pSprite->extra = pPlayer->max_player_health;
pPlayer->wantweaponfire = -1;
pPlayer->horiz = 100;
pPlayer->on_crane = -1;
pPlayer->frag_ps = playerNum;
pPlayer->horizoff = 0;
pPlayer->opyoff = 0;
pPlayer->wackedbyactor = -1;
pPlayer->inv_amount[GET_SHIELD] = g_startArmorAmount;
pPlayer->dead_flag = 0;
pPlayer->footprintcount = 0;
pPlayer->weapreccnt = 0;
pPlayer->fta = 0;
pPlayer->ftq = 0;
pPlayer->vel.x = pPlayer->vel.y = 0;
pPlayer->rotscrnang = 0;
pPlayer->runspeed = g_playerFriction;
pPlayer->falling_counter = 0;
P_ResetTintFade(pPlayer);
actor[pPlayer->i].extra = -1;
actor[pPlayer->i].owner = pPlayer->i;
actor[pPlayer->i].cgg = 0;
actor[pPlayer->i].movflag = 0;
actor[pPlayer->i].tempang = 0;
actor[pPlayer->i].actorstayput = -1;
actor[pPlayer->i].dispicnum = 0;
actor[pPlayer->i].owner = pPlayer->i;
actor[pPlayer->i].t_data[4] = 0;
P_ResetInventory(playerNum);
P_ResetWeapons(playerNum);
pPlayer->reloading = 0;
pPlayer->movement_lock = 0;
VM_OnEvent(EVENT_RESETPLAYER, pPlayer->i, playerNum);
}
void P_ResetStatus(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
ud.show_help = 0;
ud.showallmap = 0;
pPlayer->dead_flag = 0;
pPlayer->wackedbyactor = -1;
pPlayer->falling_counter = 0;
pPlayer->quick_kick = 0;
pPlayer->subweapon = 0;
pPlayer->last_full_weapon = 0;
pPlayer->ftq = 0;
pPlayer->fta = 0;
pPlayer->tipincs = 0;
pPlayer->buttonpalette = 0;
pPlayer->actorsqu = -1;
pPlayer->invdisptime = 0;
pPlayer->refresh_inventory = 0;
pPlayer->last_pissed_time = 0;
pPlayer->holster_weapon = 0;
pPlayer->pycount = 0;
pPlayer->pyoff = 0;
pPlayer->opyoff = 0;
pPlayer->loogcnt = 0;
pPlayer->angvel = 0;
pPlayer->weapon_sway = 0;
pPlayer->extra_extra8 = 0;
pPlayer->show_empty_weapon = 0;
pPlayer->dummyplayersprite = -1;
pPlayer->crack_time = 0;
pPlayer->hbomb_hold_delay = 0;
pPlayer->transporter_hold = 0;
pPlayer->wantweaponfire = -1;
pPlayer->hurt_delay = 0;
pPlayer->footprintcount = 0;
pPlayer->footprintpal = 0;
pPlayer->footprintshade = 0;
pPlayer->jumping_toggle = 0;
pPlayer->ohoriz = 140;
pPlayer->horiz = 140;
pPlayer->horizoff = 0;
pPlayer->bobcounter = 0;
pPlayer->on_ground = 0;
pPlayer->player_par = 0;
pPlayer->return_to_center = 9;
pPlayer->airleft = 15 * GAMETICSPERSEC;
pPlayer->rapid_fire_hold = 0;
pPlayer->toggle_key_flag = 0;
pPlayer->access_spritenum = -1;
pPlayer->got_access = ((g_netServer || ud.multimode > 1) && (g_gametypeFlags[ud.coop] & GAMETYPE_ACCESSATSTART)) ? 7 : 0;
pPlayer->random_club_frame = 0;
pus = 1;
pPlayer->on_warping_sector = 0;
pPlayer->spritebridge = 0;
pPlayer->sbs = 0;
pPlayer->palette = BASEPAL;
if (pPlayer->inv_amount[GET_STEROIDS] < 400)
{
pPlayer->inv_amount[GET_STEROIDS] = 0;
pPlayer->inven_icon = ICON_NONE;
}
pPlayer->heat_on = 0;
pPlayer->jetpack_on = 0;
pPlayer->holoduke_on = -1;
pPlayer->look_ang = 512 - ((ud.level_number & 1) << 10);
pPlayer->rotscrnang = 0;
pPlayer->orotscrnang = 1; // JBF 20031220
pPlayer->newowner = -1;
pPlayer->jumping_counter = 0;
pPlayer->hard_landing = 0;
pPlayer->vel.x = 0;
pPlayer->vel.y = 0;
pPlayer->vel.z = 0;
pPlayer->fric.x = 0;
pPlayer->fric.y = 0;
pPlayer->somethingonplayer = -1;
pPlayer->one_eighty_count = 0;
pPlayer->cheat_phase = 0;
pPlayer->on_crane = -1;
pPlayer->kickback_pic = ((PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == PISTOL_WEAPON)
&& (PWEAPON(playerNum, pPlayer->curr_weapon, Reload) > PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)))
? PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)
: 0;
pPlayer->weapon_pos = WEAPON_POS_START;
pPlayer->walking_snd_toggle = 0;
pPlayer->weapon_ang = 0;
pPlayer->knuckle_incs = 1;
pPlayer->fist_incs = 0;
pPlayer->knee_incs = 0;
pPlayer->jetpack_on = 0;
pPlayer->reloading = 0;
pPlayer->movement_lock = 0;
pPlayer->frag_ps = playerNum;
P_UpdateScreenPal(pPlayer);
VM_OnEvent(EVENT_RESETPLAYER, pPlayer->i, playerNum);
}
void P_ResetWeapons(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
for (bssize_t weaponNum = PISTOL_WEAPON; weaponNum < MAX_WEAPONS; weaponNum++)
pPlayer->ammo_amount[weaponNum] = 0;
pPlayer->weapon_pos = WEAPON_POS_START;
pPlayer->curr_weapon = PISTOL_WEAPON;
pPlayer->kickback_pic = PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime);
pPlayer->gotweapon = ((1 << PISTOL_WEAPON) | (1 << KNEE_WEAPON) | (1 << HANDREMOTE_WEAPON));
pPlayer->ammo_amount[PISTOL_WEAPON] = min(pPlayer->max_ammo_amount[PISTOL_WEAPON], 48);
pPlayer->last_weapon = -1;
pPlayer->show_empty_weapon = 0;
pPlayer->last_pissed_time = 0;
pPlayer->holster_weapon = 0;
VM_OnEvent(EVENT_RESETWEAPONS, pPlayer->i, playerNum);
}
void P_ResetInventory(int playerNum)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
Bmemset(pPlayer->inv_amount, 0, sizeof(pPlayer->inv_amount));
pPlayer->scuba_on = 0;
pPlayer->heat_on = 0;
pPlayer->jetpack_on = 0;
pPlayer->holoduke_on = -1;
pPlayer->inven_icon = ICON_NONE;
pPlayer->inv_amount[GET_SHIELD] = g_startArmorAmount;
VM_OnEvent(EVENT_RESETINVENTORY, pPlayer->i, playerNum);
}
static void resetprestat(int playerNum, int gameMode)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
g_spriteDeleteQueuePos = 0;
for (bssize_t i = 0; i < g_deleteQueueSize; i++) SpriteDeletionQueue[i] = -1;
pPlayer->hbomb_on = 0;
pPlayer->cheat_phase = 0;
pPlayer->toggle_key_flag = 0;
pPlayer->secret_rooms = 0;
pPlayer->max_secret_rooms = 0;
pPlayer->actors_killed = 0;
pPlayer->max_actors_killed = 0;
pPlayer->lastrandomspot = 0;
pPlayer->weapon_pos = WEAPON_POS_START;
P_ResetTintFade(pPlayer);
pPlayer->kickback_pic = ((PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == PISTOL_WEAPON)
&& (PWEAPON(playerNum, pPlayer->curr_weapon, Reload) > PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)))
? PWEAPON(playerNum, pPlayer->curr_weapon, TotalTime)
: 0;
pPlayer->last_weapon = -1;
pPlayer->weapreccnt = 0;
pPlayer->interface_toggle_flag = 0;
pPlayer->show_empty_weapon = 0;
pPlayer->holster_weapon = 0;
pPlayer->last_pissed_time = 0;
pPlayer->one_parallax_sectnum = -1;
pPlayer->visibility = ud.const_visibility;
screenpeek = myconnectindex;
g_animWallCnt = 0;
g_cyclerCnt = 0;
g_animateCnt = 0;
parallaxtype = 0;
randomseed = 1996;
ud.pause_on = 0;
ud.camerasprite = -1;
ud.eog = 0;
tempwallptr = 0;
g_curViewscreen = -1;
g_earthquakeTime = 0;
g_interpolationCnt = 0;
if (((gameMode & MODE_EOL) != MODE_EOL && numplayers < 2 && !g_netServer)
|| (!(g_gametypeFlags[ud.coop] & GAMETYPE_PRESERVEINVENTORYDEATH) && numplayers > 1))
{
P_ResetWeapons(playerNum);
P_ResetInventory(playerNum);
}
else if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON)
{
pPlayer->ammo_amount[HANDBOMB_WEAPON]++;
pPlayer->curr_weapon = HANDBOMB_WEAPON;
}
pPlayer->timebeforeexit = 0;
pPlayer->customexitsound = 0;
}
// Tweak sprites contained in moving sectors with these SE lotags.
#define FIXSPR_SELOTAGP(k) ((k) == SE_0_ROTATING_SECTOR || (k) == SE_6_SUBWAY || (k) == SE_14_SUBWAY_CAR)
// Set up sprites in moving sectors that are to be fixed wrt a certain pivot
// position and should not diverge from it due to roundoff error in the future.
// Has to be after the spawning stuff.
static void G_SetupRotfixedSprites(void)
{
int spriteNum, nextSpriteNum;
for (SPRITES_OF_STAT_SAFE(STAT_EFFECTOR, spriteNum, nextSpriteNum))
{
if (FIXSPR_SELOTAGP(sprite[spriteNum].lotag))
{
#ifdef YAX_ENABLE
int firstrun = 1;
#endif
int sectSprite = headspritesect[sprite[spriteNum].sectnum];
do
{
const spritetype *const pSprite = &sprite[sectSprite];
// TRIPBOMB uses t_data[7] for its own purposes. Wouldn't be
// too useful with moving sectors anyway
if ((ROTFIXSPR_STATNUMP(pSprite->statnum) && pSprite->picnum != TRIPBOMB)
|| ((pSprite->statnum == STAT_ACTOR || pSprite->statnum == STAT_ZOMBIEACTOR)
&& A_CheckSpriteFlags(sectSprite, SFLAG_ROTFIXED)))
{
int pivotSprite = spriteNum;
if (sprite[spriteNum].lotag == 0)
pivotSprite = sprite[spriteNum].owner;
if (sectSprite != spriteNum && sectSprite != pivotSprite && pivotSprite >= 0 && pivotSprite < MAXSPRITES)
{
// let's hope we don't step on anyone's toes here
actor[sectSprite].t_data[7] = ROTFIXSPR_MAGIC | pivotSprite; // 'rs' magic + pivot SE sprite index
actor[sectSprite].t_data[8] = pSprite->x - sprite[pivotSprite].x;
actor[sectSprite].t_data[9] = pSprite->y - sprite[pivotSprite].y;
}
}
sectSprite = nextspritesect[sectSprite];
#ifdef YAX_ENABLE
if ((sectSprite < 0 && firstrun) &&
(sprite[spriteNum].lotag == SE_6_SUBWAY || sprite[spriteNum].lotag == SE_14_SUBWAY_CAR))
{
firstrun = 0;
sectSprite = actor[spriteNum].t_data[9];
if (sectSprite >= 0)
sectSprite = headspritesect[sectSprite];
}
#endif
} while (sectSprite>=0);
}
}
}
static inline int G_CheckExitSprite(int spriteNum) { return (sprite[spriteNum].lotag == UINT16_MAX && (sprite[spriteNum].cstat & 16)); }
static void prelevel(char g)
{
uint8_t *tagbitmap = (uint8_t *)Xcalloc(65536>>3, 1);
Bmemset(show2dsector, 0, sizeof(show2dsector));
#ifdef LEGACY_ROR
Bmemset(ror_protectedsectors, 0, MAXSECTORS);
#endif
resetprestat(0,g);
g_cloudCnt = 0;
G_SetupGlobalPsky();
VM_OnEvent(EVENT_PRELEVEL, -1, -1);
int missedCloudSectors = 0;
for (bssize_t i=0; i<numsectors; i++)
{
sector[i].extra = 256;
switch (sector[i].lotag)
{
case ST_20_CEILING_DOOR:
case ST_22_SPLITTING_DOOR:
if (sector[i].floorz > sector[i].ceilingz)
sector[i].lotag |= 32768;
continue;
}
if (sector[i].ceilingstat&1)
{
if (waloff[sector[i].ceilingpicnum] == 0)
{
if (sector[i].ceilingpicnum == LA)
for (bsize_t j = 0; j < 5; j++)
tloadtile(sector[i].ceilingpicnum + j, 0);
}
if (sector[i].ceilingpicnum == CLOUDYSKIES)
{
if (g_cloudCnt < ARRAY_SSIZE(g_cloudSect))
g_cloudSect[g_cloudCnt++] = i;
else
missedCloudSectors++;
}
if (g_player[0].ps->one_parallax_sectnum == -1)
g_player[0].ps->one_parallax_sectnum = i;
}
if (sector[i].lotag == 32767) //Found a secret room
{
g_player[0].ps->max_secret_rooms++;
continue;
}
if (sector[i].lotag == UINT16_MAX)
{
g_player[0].ps->exitx = wall[sector[i].wallptr].x;
g_player[0].ps->exity = wall[sector[i].wallptr].y;
continue;
}
}
if (missedCloudSectors > 0)
OSD_Printf(OSDTEXT_RED "Map warning: have %d unhandled CLOUDYSKIES ceilings.\n", missedCloudSectors);
// NOTE: must be safe loop because callbacks could delete sprites.
for (bssize_t nextSprite, SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nextSprite))
{
A_ResetVars(i);
#if !defined LUNATIC
A_LoadActor(i);
#endif
VM_OnEvent(EVENT_LOADACTOR, i, -1);
if (G_CheckExitSprite(i))
{
g_player[0].ps->exitx = SX(i);
g_player[0].ps->exity = SY(i);
}
else switch (DYNAMICTILEMAP(PN(i)))
{
case GPSPEED__STATIC:
// DELETE_AFTER_LOADACTOR. Must not change statnum.
sector[SECT(i)].extra = SLT(i);
break;
case CYCLER__STATIC:
// DELETE_AFTER_LOADACTOR. Must not change statnum.
if (g_cyclerCnt >= MAXCYCLERS)
{
Bsprintf(tempbuf,"\nToo many cycling sectors (%d max).",MAXCYCLERS);
G_GameExit(tempbuf);
}
g_cyclers[g_cyclerCnt][0] = SECT(i);
g_cyclers[g_cyclerCnt][1] = SLT(i);
g_cyclers[g_cyclerCnt][2] = SS(i);
g_cyclers[g_cyclerCnt][3] = sector[SECT(i)].floorshade;
g_cyclers[g_cyclerCnt][4] = SHT(i);
g_cyclers[g_cyclerCnt][5] = (SA(i) == 1536);
g_cyclerCnt++;
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|16|32|256);
break;
}
}
// Delete some effector / effector modifier sprites AFTER the loop running
// the LOADACTOR events. DELETE_AFTER_LOADACTOR.
for (bssize_t nextSprite, SPRITES_OF_STAT_SAFE(STAT_DEFAULT, i, nextSprite))
if (!G_CheckExitSprite(i))
switch (DYNAMICTILEMAP(PN(i)))
{
case GPSPEED__STATIC:
case CYCLER__STATIC:
A_DeleteSprite(i);
break;
}
for (size_t i = 0; i < MAXSPRITES; i++)
{
if (sprite[i].statnum < MAXSTATUS && (PN(i) != SECTOREFFECTOR || SLT(i) != SE_14_SUBWAY_CAR))
A_Spawn(-1, i);
}
for (size_t i = 0; i < MAXSPRITES; i++)
{
if (sprite[i].statnum < MAXSTATUS && PN(i) == SECTOREFFECTOR && SLT(i) == SE_14_SUBWAY_CAR)
A_Spawn(-1, i);
}
G_SetupRotfixedSprites();
for (bssize_t i=headspritestat[STAT_DEFAULT]; i>=0; i=nextspritestat[i])
{
if (PN(i) <= 0) // oob safety for switch below
continue;
for (bsize_t ii=0; ii<2; ii++)
{
switch (DYNAMICTILEMAP(PN(i)-1+ii))
{
case DIPSWITCH__STATIC:
case DIPSWITCH2__STATIC:
case PULLSWITCH__STATIC:
case HANDSWITCH__STATIC:
case SLOTDOOR__STATIC:
case LIGHTSWITCH__STATIC:
case SPACELIGHTSWITCH__STATIC:
case SPACEDOORSWITCH__STATIC:
case FRANKENSTINESWITCH__STATIC:
case LIGHTSWITCH2__STATIC:
case POWERSWITCH1__STATIC:
case LOCKSWITCH1__STATIC:
case POWERSWITCH2__STATIC:
// the lower code only for the 'on' state (*)
if (ii==0)
{
int const tag = sprite[i].lotag;
tagbitmap[tag>>3] |= 1<<(tag&7);
}
break;
}
}
}
// initially 'on' SE 12 light (*)
for (bssize_t j=headspritestat[STAT_EFFECTOR]; j>=0; j=nextspritestat[j])
{
int const tag = sprite[j].hitag;
if (sprite[j].lotag == SE_12_LIGHT_SWITCH && tagbitmap[tag>>3]&(1<<(tag&7)))
actor[j].t_data[0] = 1;
}
Bfree(tagbitmap);
g_mirrorCount = 0;
for (bssize_t i = 0; i < numwalls; i++)
{
walltype * const pWall = &wall[i];
if (pWall->overpicnum == MIRROR && (pWall->cstat&32) != 0)
{
int const nextSectnum = pWall->nextsector;
if ((nextSectnum >= 0) && sector[nextSectnum].ceilingpicnum != MIRROR)
{
if (g_mirrorCount > 63)
{
G_GameExit("\nToo many mirrors (64 max.)");
}
sector[nextSectnum].ceilingpicnum = MIRROR;
sector[nextSectnum].floorpicnum = MIRROR;
g_mirrorWall[g_mirrorCount] = i;
g_mirrorSector[g_mirrorCount] = nextSectnum;
g_mirrorCount++;
continue;
}
}
if (g_animWallCnt >= MAXANIMWALLS)
{
Bsprintf(tempbuf,"\nToo many 'anim' walls (%d max).",MAXANIMWALLS);
G_GameExit(tempbuf);
}
animwall[g_animWallCnt].tag = 0;
animwall[g_animWallCnt].wallnum = 0;
int const switchPic = G_GetForcefieldPicnum(i);
if (switchPic >= 0)
{
switch (DYNAMICTILEMAP(switchPic))
{
case FANSHADOW__STATIC:
case FANSPRITE__STATIC:
wall->cstat |= 65;
animwall[g_animWallCnt].wallnum = i;
g_animWallCnt++;
break;
case W_FORCEFIELD__STATIC:
if (pWall->overpicnum == W_FORCEFIELD__STATIC)
for (bsize_t j = 0; j < 3; j++) tloadtile(W_FORCEFIELD + j, 0);
if (pWall->shade > 31)
pWall->cstat = 0;
else
pWall->cstat |= FORCEFIELD_CSTAT | 256;
if (pWall->lotag && pWall->nextwall >= 0)
wall[pWall->nextwall].lotag = pWall->lotag;
case BIGFORCE__STATIC:
animwall[g_animWallCnt].wallnum = i;
g_animWallCnt++;
continue;
}
}
pWall->extra = -1;
switch (DYNAMICTILEMAP(pWall->picnum))
{
case WATERTILE2__STATIC:
for (bsize_t j = 0; j < 3; j++)
tloadtile(pWall->picnum + j, 0);
break;
case TECHLIGHT2__STATIC:
case TECHLIGHT4__STATIC: tloadtile(pWall->picnum, 0); break;
case W_TECHWALL1__STATIC:
case W_TECHWALL2__STATIC:
case W_TECHWALL3__STATIC:
case W_TECHWALL4__STATIC:
animwall[g_animWallCnt].wallnum = i;
// animwall[g_numAnimWalls].tag = -1;
g_animWallCnt++;
break;
case SCREENBREAK6__STATIC:
case SCREENBREAK7__STATIC:
case SCREENBREAK8__STATIC:
for (bssize_t j = SCREENBREAK6; j < SCREENBREAK9; j++)
tloadtile(j, 0);
animwall[g_animWallCnt].wallnum = i;
animwall[g_animWallCnt].tag = -1;
g_animWallCnt++;
break;
case FEMPIC1__STATIC:
case FEMPIC2__STATIC:
case FEMPIC3__STATIC:
pWall->extra = pWall->picnum;
animwall[g_animWallCnt].tag = -1;
if (ud.lockout)
pWall->picnum = (pWall->picnum == FEMPIC1) ? BLANKSCREEN : SCREENBREAK6;
animwall[g_animWallCnt].wallnum = i;
animwall[g_animWallCnt].tag = pWall->picnum;
g_animWallCnt++;
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_animWallCnt].wallnum = i;
animwall[g_animWallCnt].tag = pWall->picnum;
g_animWallCnt++;
break;
}
}
//Invalidate textures in sector behind mirror
for (bssize_t i=0; i<g_mirrorCount; i++)
{
int const startWall = sector[g_mirrorSector[i]].wallptr;
int const endWall = startWall + sector[g_mirrorSector[i]].wallnum;
for (bssize_t 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(int volumeNum, int levelNum, int skillNum)
{
DukePlayer_t *const pPlayer = g_player[0].ps;
G_HandleAsync();
if (g_skillSoundVoice >= 0 && ud.config.SoundToggle)
{
while (FX_SoundActive(g_skillSoundVoice))
G_HandleAsync();
}
g_skillSoundVoice = -1;
ready2send = 0;
if (ud.m_recstat != 2 && ud.last_level >= 0 && (g_netServer || ud.multimode > 1) && (ud.coop&GAMETYPE_SCORESHEET))
G_BonusScreen(1);
if (levelNum == 0 && volumeNum == 3 && (!g_netServer && ud.multimode < 2) && ud.lockout == 0
&& (G_GetLogoFlags() & LOGO_NOE4CUTSCENE)==0)
{
S_PlayMusic(g_mapInfo[MUS_BRIEFING].musicfn);
flushperms();
setview(0,0,xdim-1,ydim-1);
clearview(0L);
nextpage();
int animReturn = Anim_Play("vol41a.anm");
clearview(0L);
nextpage();
if (animReturn)
goto end_vol4a;
animReturn = Anim_Play("vol42a.anm");
clearview(0L);
nextpage();
if (animReturn)
goto end_vol4a;
Anim_Play("vol43a.anm");
clearview(0L);
nextpage();
end_vol4a:
FX_StopAllSounds();
}
g_showShareware = GAMETICSPERSEC*34;
ud.level_number = levelNum;
ud.volume_number = volumeNum;
ud.player_skill = skillNum;
ud.secretlevel = 0;
ud.from_bonus = 0;
ud.last_level = -1;
g_lastSaveSlot = -1;
#ifdef EDUKE32_TOUCH_DEVICES
pPlayer->zoom = 360;
#else
pPlayer->zoom = 768;
#endif
pPlayer->gm = 0;
Menu_Close(0);
#if !defined LUNATIC
//AddLog("Newgame");
Gv_ResetVars();
Gv_InitWeaponPointers();
// PK: Gv_ResetVars() might trip up the system (pointer) gamevars,
// e.g. if some earlier-version CON code had been loaded before
Gv_RefreshPointers();
#endif
Gv_ResetSystemDefaults();
for (bssize_t i=0; i<(MAXVOLUMES*MAXLEVELS); i++)
ALIGNED_FREE_AND_NULL(g_mapInfo[i].savedstate);
if (ud.m_coop != 1)
{
for (bssize_t weaponNum = 0; weaponNum < MAX_WEAPONS; weaponNum++)
{
if (PWEAPON(0, weaponNum, WorksLike) == PISTOL_WEAPON)
{
pPlayer->curr_weapon = weaponNum;
pPlayer->gotweapon |= (1 << weaponNum);
pPlayer->ammo_amount[weaponNum] = min(pPlayer->max_ammo_amount[weaponNum], 48);
}
else if (PWEAPON(0, weaponNum, WorksLike) == KNEE_WEAPON || PWEAPON(0, weaponNum, WorksLike) == HANDREMOTE_WEAPON)
pPlayer->gotweapon |= (1 << weaponNum);
}
pPlayer->last_weapon = -1;
}
display_mirror = 0;
#ifdef LUNATIC
// NOTE: Lunatic state creation is relatively early. No map has yet been loaded.
// XXX: What about the cases where G_EnterLevel() is called without a preceding G_NewGame()?
El_CreateGameState();
G_PostCreateGameState();
#endif
VM_OnEvent(EVENT_NEWGAME, g_player[myconnectindex].ps->i, myconnectindex);
}
static void resetpspritevars(char gameMode)
{
int16_t i, j; //circ;
uint8_t aimmode[MAXPLAYERS],autoaim[MAXPLAYERS],weaponswitch[MAXPLAYERS];
DukeStatus_t tsbar[MAXPLAYERS];
if (g_player[0].ps->cursectnum >= 0) // < 0 may happen if we start a map in void space (e.g. testing it)
{
A_InsertSprite(g_player[0].ps->cursectnum,g_player[0].ps->pos.x,g_player[0].ps->pos.y,g_player[0].ps->pos.z,
APLAYER,0,0,0,g_player[0].ps->ang,0,0,0,10);
}
if (ud.recstat != 2)
for (TRAVERSE_CONNECT(i))
{
aimmode[i] = g_player[i].ps->aim_mode;
autoaim[i] = g_player[i].ps->auto_aim;
weaponswitch[i] = g_player[i].ps->weaponswitch;
if ((g_netServer || ud.multimode > 1) && (g_gametypeFlags[ud.coop]&GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0)
{
for (j=0; j<MAX_WEAPONS; j++)
tsbar[i].ammo_amount[j] = g_player[i].ps->ammo_amount[j];
tsbar[i].gotweapon = g_player[i].ps->gotweapon;
Bmemcpy(tsbar[i].inv_amount, g_player[i].ps->inv_amount, sizeof(tsbar[i].inv_amount));
tsbar[i].curr_weapon = g_player[i].ps->curr_weapon;
tsbar[i].inven_icon = g_player[i].ps->inven_icon;
}
}
P_ResetStatus(0);
for (TRAVERSE_CONNECT(i))
if (i) Bmemcpy(g_player[i].ps,g_player[0].ps,sizeof(DukePlayer_t));
if (ud.recstat != 2)
for (TRAVERSE_CONNECT(i))
{
g_player[i].ps->aim_mode = aimmode[i];
g_player[i].ps->auto_aim = autoaim[i];
g_player[i].ps->weaponswitch = weaponswitch[i];
if ((g_netServer || ud.multimode > 1) && (g_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_playerSpawnCnt = 0;
// circ = 2048/ud.multimode;
g_whichPalForPlayer = 9;
j = 0;
i = headspritestat[STAT_PLAYER];
while (i >= 0)
{
const int32_t nexti = nextspritestat[i];
spritetype *const s = &sprite[i];
if (g_playerSpawnCnt == MAXPLAYERS)
G_GameExit("\nToo many player sprites (max 16.)");
g_playerSpawnPoints[g_playerSpawnCnt].pos.x = s->x;
g_playerSpawnPoints[g_playerSpawnCnt].pos.y = s->y;
g_playerSpawnPoints[g_playerSpawnCnt].pos.z = s->z;
g_playerSpawnPoints[g_playerSpawnCnt].ang = s->ang;
g_playerSpawnPoints[g_playerSpawnCnt].sect = s->sectnum;
g_playerSpawnCnt++;
if (j < MAXPLAYERS)
{
s->owner = i;
s->shade = 0;
s->xrepeat = 42;
s->yrepeat = 36;
if (!g_fakeMultiMode)
s->cstat = j < numplayers ? 1+256 : 32768;
else
s->cstat = j < ud.multimode ? 1+256 : 32768;
s->xoffset = 0;
s->clipdist = 64;
// if (j < playerswhenstarted)
{
if ((gameMode&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) && !(g_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 (g_gametypeFlags[ud.coop] & GAMETYPE_TDM)
{
k = G_GetTeamPalette(g_player[j].pteam);
g_player[j].ps->team = g_player[j].pteam;
}
s->pal = g_player[j].ps->palookup = k;
}
g_player[j].ps->i = i;
g_player[j].ps->frag_ps = j;
actor[i].owner = i;
g_player[j].ps->autostep = (20L<<8);
g_player[j].ps->autostep_sbw = (4L<<8);
actor[i].bpos.x = g_player[j].ps->bobpos.x = g_player[j].ps->opos.x = g_player[j].ps->pos.x = s->x;
actor[i].bpos.y = g_player[j].ps->bobpos.y = g_player[j].ps->opos.y = g_player[j].ps->pos.y = s->y;
actor[i].bpos.z = g_player[j].ps->opos.z = g_player[j].ps->pos.z = s->z;
g_player[j].ps->oang = g_player[j].ps->ang = s->ang;
updatesector(s->x,s->y,&g_player[j].ps->cursectnum);
}
j++;
}
else A_DeleteSprite(i);
i = nexti;
}
}
static inline void clearfrags(void)
{
for (bssize_t i = 0; i < ud.multimode; i++)
{
playerdata_t *const pPlayerData = &g_player[i];
pPlayerData->ps->frag = pPlayerData->ps->fraggedself = 0;
Bmemset(pPlayerData->frags, 0, sizeof(pPlayerData->frags));
}
}
void G_ResetTimers(uint8_t keepgtics)
{
totalclock = g_cloudClock = ototalclock = lockclock = 0;
ready2send = 1;
g_levelTextTime = 85;
if (!keepgtics)
g_moveThingsCount = 0;
if (g_curViewscreen >= 0)
actor[g_curViewscreen].t_data[0] = 0;
}
void G_ClearFIFO(void)
{
g_emuJumpTics = 0;
clearbufbyte(&localInput, sizeof(input_t), 0L);
clearbufbyte(&inputfifo, sizeof(input_t) * MOVEFIFOSIZ * MAXPLAYERS, 0L);
for (bsize_t p = 0; p <= MAXPLAYERS - 1; ++p)
{
if (g_player[p].inputBits != NULL)
Bmemset(g_player[p].inputBits, 0, sizeof(input_t));
g_player[p].vote = g_player[p].gotvote = 0;
}
}
int G_FindLevelByFile(const char *fileName)
{
for (bssize_t volumeNum = 0; volumeNum < MAXVOLUMES; volumeNum++)
{
int const volOffset = volumeNum * MAXLEVELS;
for (bssize_t levelNum = 0; levelNum < MAXLEVELS; levelNum++)
{
if (g_mapInfo[volOffset + levelNum].filename == NULL)
continue;
if (!Bstrcasecmp(fileName, g_mapInfo[volOffset + levelNum].filename))
return volOffset + levelNum;
}
}
return MAXLEVELS * MAXVOLUMES;
}
static void G_FadeLoad(int32_t r, int32_t g, int32_t b, int32_t start, int32_t end, int32_t step, int32_t ticwait, int32_t tc)
{
int32_t m = (step < 0) ? -1 : 1;
int32_t nexttic = totalclock;
for (; m*start <= m*end; start += step)
{
while (totalclock < nexttic)
sampletimer();
nexttic += ticwait;
if (KB_KeyPressed(sc_Space))
{
KB_ClearKeyDown(sc_Space);
return;
}
setpalettefade(r,g,b,start);
flushperms();
G_DoLoadScreen(" ", tc);
}
}
static int G_TryMapHack(const char *mhkfile)
{
int32_t failure = loadmaphack(mhkfile);
if (!failure)
initprintf("Loaded map hack file \"%s\"\n", mhkfile);
return failure;
}
static void G_LoadMapHack(char *outbuf, const char *filename)
{
if (filename != NULL)
Bstrcpy(outbuf, filename);
append_ext_UNSAFE(outbuf, ".mhk");
if (G_TryMapHack(outbuf) && usermaphacks != NULL)
{
usermaphack_t *pMapInfo = (usermaphack_t*)bsearch(
&g_loadedMapHack, usermaphacks, num_usermaphacks, sizeof(usermaphack_t),
compare_usermaphacks);
if (pMapInfo)
G_TryMapHack(pMapInfo->mhkfile);
}
}
// levnamebuf should have at least size BMAX_PATH
void G_SetupFilenameBasedMusic(char *nameBuf, const char *fileName, int levelNum)
{
char *p;
char const *exts[] = {
#ifdef HAVE_FLAC
"flac",
#endif
#ifdef HAVE_VORBIS
"ogg",
#endif
"mid"
};
Bstrncpy(nameBuf, fileName, BMAX_PATH);
Bcorrectfilename(nameBuf, 0);
if (NULL == (p = Bstrrchr(nameBuf, '.')))
{
p = nameBuf + Bstrlen(nameBuf);
p[0] = '.';
}
for (unsigned int i = 0; i < ARRAY_SIZE(exts); i++)
{
int32_t kFile;
Bmemcpy(p+1, exts[i], Bstrlen(exts[i]) + 1);
if ((kFile = kopen4loadfrommod(nameBuf, 0)) != -1)
{
kclose(kFile);
realloc_copy(&g_mapInfo[levelNum].musicfn, nameBuf);
return;
}
}
realloc_copy(&g_mapInfo[levelNum].musicfn, "dethtoll.mid");
}
static inline int G_HaveUserMap(void)
{
return (boardfilename[0] != 0 && ud.m_level_number == 7 && ud.m_volume_number == 0);
}
int G_EnterLevel(int gameMode)
{
int32_t i, mii;
char levelName[BMAX_PATH];
// flushpackets();
// waitforeverybody();
vote_map = vote_episode = voting = -1;
ud.respawn_monsters = ud.m_respawn_monsters;
ud.respawn_items = ud.m_respawn_items;
ud.respawn_inventory = ud.m_respawn_inventory;
ud.monsters_off = ud.m_monsters_off;
ud.coop = ud.m_coop;
ud.marker = ud.m_marker;
ud.ffire = ud.m_ffire;
ud.noexits = ud.m_noexits;
if ((gameMode & MODE_DEMO) != MODE_DEMO)
ud.recstat = ud.m_recstat;
if ((gameMode & MODE_DEMO) == 0 && ud.recstat == 2)
ud.recstat = 0;
if (g_networkMode != NET_DEDICATED_SERVER)
{
S_PauseSounds(0);
FX_StopAllSounds();
S_ClearSoundLocks();
FX_SetReverb(0);
setgamemode(ud.config.ScreenMode, ud.config.ScreenWidth, ud.config.ScreenHeight, ud.config.ScreenBPP);
}
if (G_HaveUserMap())
{
Bcorrectfilename(boardfilename,0);
int levelNum = G_FindLevelByFile(boardfilename);
if (levelNum != MAXLEVELS*MAXVOLUMES)
{
int volumeNum = levelNum;
levelNum &= MAXLEVELS-1;
volumeNum = (volumeNum - levelNum) / MAXLEVELS;
ud.level_number = ud.m_level_number = levelNum;
ud.volume_number = ud.m_volume_number = volumeNum;
boardfilename[0] = 0;
}
}
mii = (ud.volume_number*MAXLEVELS)+ud.level_number;
if (g_mapInfo[mii].name == NULL || g_mapInfo[mii].filename == NULL)
{
if (G_HaveUserMap())
{
if (g_mapInfo[mii].filename == NULL)
g_mapInfo[mii].filename = (char *)Xcalloc(BMAX_PATH, sizeof(uint8_t));
if (g_mapInfo[mii].name == NULL)
g_mapInfo[mii].name = Xstrdup("User Map");
}
else
{
OSD_Printf(OSDTEXT_RED "Map E%dL%d not defined!\n", ud.volume_number+1, ud.level_number+1);
return 1;
}
}
i = ud.screen_size;
ud.screen_size = 0;
G_DoLoadScreen("Loading map . . .", -1);
G_UpdateScreenArea();
ud.screen_size = i;
if (G_HaveUserMap())
{
Bstrcpy(levelName, boardfilename);
if (g_gameNamePtr)
Bsprintf(apptitle,"%s - %s - " APPNAME,levelName,g_gameNamePtr);
else
Bsprintf(apptitle,"%s - " APPNAME,levelName);
}
else
{
if (g_gameNamePtr)
Bsprintf(apptitle,"%s - %s - " APPNAME,g_mapInfo[mii].name,g_gameNamePtr);
else
Bsprintf(apptitle,"%s - " APPNAME,g_mapInfo[mii].name);
}
Bstrcpy(tempbuf,apptitle);
wm_setapptitle(tempbuf);
/***** Load the map *****/
DukePlayer_t *const pPlayer = g_player[0].ps;
if (!VOLUMEONE && G_HaveUserMap())
{
if (loadboard(boardfilename, 0, &pPlayer->pos, &pPlayer->ang, &pPlayer->cursectnum) < 0)
{
OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n", boardfilename);
return 1;
}
G_LoadMapHack(levelName, boardfilename);
G_SetupFilenameBasedMusic(levelName, boardfilename, ud.m_level_number);
}
else if (loadboard(g_mapInfo[mii].filename, VOLUMEONE, &pPlayer->pos, &pPlayer->ang, &pPlayer->cursectnum) < 0)
{
OSD_Printf(OSD_ERROR "Map \"%s\" not found or invalid map version!\n", g_mapInfo[mii].filename);
return 1;
}
else
{
G_LoadMapHack(levelName, g_mapInfo[mii].filename);
}
g_precacheCount = 0;
Bmemset(gotpic, 0, sizeof(gotpic));
Bmemset(precachehightile, 0, sizeof(precachehightile));
//clearbufbyte(Actor,sizeof(Actor),0l); // JBF 20040531: yes? no?
prelevel(gameMode);
G_AlignWarpElevators();
resetpspritevars(gameMode);
ud.playerbest = CONFIG_GetMapBestTime(G_HaveUserMap() ? boardfilename : g_mapInfo[mii].filename, g_loadedMapHack.md4);
G_FadeLoad(0,0,0, 252,0, -28, 4, -1);
G_CacheMapData();
G_FadeLoad(0,0,0, 0,252, 28, 4, -2);
if (ud.recstat != 2)
{
g_musicIndex = mii;
if (g_mapInfo[g_musicIndex].musicfn != NULL)
S_PlayMusic(g_mapInfo[g_musicIndex].musicfn);
}
if (gameMode & (MODE_GAME|MODE_EOL))
{
for (TRAVERSE_CONNECT(i))
{
g_player[i].ps->gm = MODE_GAME;
Menu_Close(i);
}
}
else if (gameMode & 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) && (gameMode&MODE_RESTART) != MODE_RESTART)
G_OpenDemoWrite();
#ifndef EDUKE32_TOUCH_DEVICES
if (VOLUMEONE && ud.level_number == 0 && ud.recstat != 2)
P_DoQuote(QUOTE_F1HELP,g_player[myconnectindex].ps);
#endif
for (TRAVERSE_CONNECT(i))
{
switch (DYNAMICTILEMAP(sector[sprite[g_player[i].ps->i].sectnum].floorpicnum))
{
case HURTRAIL__STATIC:
case FLOORSLIME__STATIC:
case FLOORPLASMA__STATIC:
P_ResetWeapons(i);
P_ResetInventory(i);
g_player[i].ps->gotweapon &= ~(1 << PISTOL_WEAPON);
g_player[i].ps->ammo_amount[PISTOL_WEAPON] = 0;
g_player[i].ps->curr_weapon = KNEE_WEAPON;
g_player[i].ps->kickback_pic = 0;
break;
}
}
//PREMAP.C - replace near the my's at the end of the file
Net_NotifyNewGame();
Net_ResetPrediction();
//g_player[myconnectindex].ps->palette = palette;
//G_FadePalette(0,0,0,0);
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); // JBF 20040308
P_UpdateScreenPal(g_player[myconnectindex].ps);
flushperms();
everyothertime = 0;
g_globalRandom = 0;
ud.last_level = ud.level_number+1;
G_ClearFIFO();
for (i=g_interpolationCnt-1; i>=0; i--) bakipos[i] = *curipos[i];
g_player[myconnectindex].ps->over_shoulder_on = 0;
clearfrags();
G_ResetTimers(0); // Here we go
//Bsprintf(g_szBuf,"G_EnterLevel L=%d V=%d",ud.level_number, ud.volume_number);
//AddLog(g_szBuf);
// variables are set by pointer...
Bmemcpy(currentboardfilename, boardfilename, BMAX_PATH);
for (TRAVERSE_CONNECT(i))
{
const int32_t ret = VM_OnEventWithReturn(EVENT_ENTERLEVEL, g_player[i].ps->i, i, 0);
if (ret == 0)
break;
}
OSD_Printf(OSDTEXT_YELLOW "E%dL%d: %s\n", ud.volume_number+1, ud.level_number+1,
g_mapInfo[mii].name);
g_restorePalette = -1;
G_UpdateScreenArea();
clearview(0L);
G_DrawBackground();
G_DrawRooms(myconnectindex,65536);
Net_WaitForServer();
return 0;
}
void G_FreeMapState(int levelNum)
{
map_t *const pMapInfo = &g_mapInfo[levelNum];
if (pMapInfo->savedstate == NULL)
return;
#if !defined LUNATIC
for (bssize_t j=0; j<g_gameVarCount; j++)
{
// if (aGameVars[j].flags & GAMEVAR_NORESET) continue;
if (aGameVars[j].flags & (GAMEVAR_PERPLAYER|GAMEVAR_PERACTOR))
Baligned_free(pMapInfo->savedstate->vars[j]);
}
#else
Bfree(pMapInfo->savedstate->savecode);
#endif
Baligned_free(pMapInfo->savedstate);
pMapInfo->savedstate = NULL;
}