#include "compat.h" #include "keyboard.h" #include "control.h" #include "init.h" #include "runlist.h" #include "switch.h" #include "object.h" #include "aistuff.h" #include "player.h" #include "mummy.h" #include "move.h" #include "ra.h" #include "view.h" #include "runlist.h" #include "engine.h" #include "sound.h" #include "exhumed.h" #include "config.h" #include "items.h" #include "light.h" #include "map.h" #include "menu.h" #include "lighting.h" #include "anims.h" #include "input.h" #include "util.h" #include #include enum { kTagRamses = 61, }; int ototalclock = 0; int initx, inity, initz; short inita, initsect; short nCurChunkNum = 0; short nBodyGunSprite[50]; int movefifoend; int movefifopos; short nCurBodyGunNum; short SectSoundSect[kMaxSectors] = { 0 }; short SectSound[kMaxSectors] = { 0 }; short SectFlag[kMaxSectors] = { 0 }; int SectDepth[kMaxSectors] = { 0 }; int SectAbove[kMaxSectors] = { 0 }; short SectDamage[kMaxSectors] = { 0 }; short SectSpeed[kMaxSectors] = { 0 }; int SectBelow[kMaxSectors] = { 0 }; uint8_t bIsVersion6 = kTrue; // definitions for map version 6 structures #pragma pack(1) // 37 bytes struct Sector_6 { uint16_t wallptr, wallnum; short ceilingpicnum, floorpicnum; short ceilingheinum, floorheinum; int ceilingz, floorz; int8_t ceilingshade, floorshade; uint8_t ceilingxpanning, floorxpanning; uint8_t ceilingypanning, floorypanning; uint8_t ceilingstat, floorstat; uint8_t ceilingpal, floorpal; uint8_t visibility; short lotag, hitag, extra; }; struct Wall_6 { int x, y; short point2, nextsector, nextwall; short picnum, overpicnum; int8_t shade; uint8_t pal; short cstat; uint8_t xrepeat, yrepeat, xpanning, ypanning; short lotag, hitag, extra; }; // 43 bytes struct Sprite_6 { int x, y, z; short cstat; int8_t shade; uint8_t pal, clipdist; uint8_t xrepeat, yrepeat; int8_t xoffset, yoffset; short picnum, ang, xvel, yvel, zvel, owner; short sectnum, statnum; short lotag, hitag, extra; }; #pragma pack() static Sector_6 sector_6[1024]; static Wall_6 wall_6[8192]; static Sprite_6 sprite_6[4096]; uint8_t LoadLevel(int nMap) { char fileName_1[80]; char fileName_2[32]; initspritelists(); // nMap = 1; // sprintf(fileName_2, "queen"); sprintf(fileName_2, "lev%d", nMap); // sprintf(fileName_2, "sentry"); // sprintf(fileName_2, "bjd"); // sprintf(fileName_2, "door"); // sprintf(fileName_2, "ceil"); // sprintf(fileName_2, "scarab"); // sprintf(fileName_2, "guns"); // sprintf(fileName_2, "wasp"); // sprintf(fileName_2, "items"); fileName_1[0] = '\0'; strcat(fileName_1, fileName_2); strcat(fileName_1, ".map"); // init stuff { StopAllSounds(); nCreaturesLeft = 0; nFreeze = 0; nSpiritSprite = -1; InitLion(); InitRexs(); InitSets(); InitQueens(); InitRoachs(); InitWasps(); InitRats(); InitBullets(); InitWeapons(); InitGrenades(); InitAnims(); InitSnakes(); InitFishes(); InitLights(); InitMap(); InitBubbles(); InitObjects(); InitLava(); InitPushBlocks(); InitAnubis(); InitSpider(); InitMummy(); InitScorp(); InitPlayer(); InitItems(); InitInput(); if (nMap == kMap20) { InitEnergyTile(); } } if (nMap > 15) { nSwitchSound = 35; nStoneSound = 23; nElevSound = 51; nStopSound = 35; } else { nSwitchSound = 33; nStoneSound = 23; nElevSound = 23; nStopSound = 66; } if (nMap < 0) { return kFalse; } #if 0 { // going to load the map without loadboard() - to take care of version 6 to 7 map conversion //int hFile = kopen4load(fileName_1, 1); int hFile = kopen4load(fileName_1, 0); // int hFile = open(fileName_1, O_BINARY | O_RDONLY); if (hFile == -1) { return kFalse; } int version; kread(hFile, &version, sizeof(version)); if (version != 6) { bIsVersion6 = kFalse; } initspritelists(); memset(show2dsector, 0, sizeof(show2dsector)); memset(show2dsprite, 0, sizeof(show2dsprite)); memset(show2dwall, 0, sizeof(show2dwall)); // replacement for build's loadboard() kread(hFile, &initx, 4); kread(hFile, &inity, 4); kread(hFile, &initz, 4); kread(hFile, &inita, 2); kread(hFile, &initsect, 2); // sectors short nSectors; kread(hFile, &nSectors, sizeof(nSectors)); if (bIsVersion6) { kread(hFile, sector_6, sizeof(Sector_6) * nSectors); } else { kread(hFile, sector, sizeof(SECTOR) * nSectors); } // walls short nWalls; kread(hFile, &nWalls, sizeof(nWalls)); if (bIsVersion6) { kread(hFile, wall_6, sizeof(Wall_6) * nWalls); } else { kread(hFile, wall, sizeof(WALL) * nWalls); } // sprites short nSprites; kread(hFile, &nSprites, sizeof(nSprites)); if (bIsVersion6) { kread(hFile, sprite_6, sizeof(Sprite_6) * nSprites); } else { kread(hFile, sprite, sizeof(SPRITE) * nSprites); } // set engine variables numsectors = nSectors; numwalls = nWalls; // load in our version 6 structs to the engines v7 structs if required if (bIsVersion6) { for (int nSector = 0; nSector < nSectors; nSector++) { sector[nSector].ceilingz = sector_6[nSector].ceilingz; sector[nSector].floorz = sector_6[nSector].floorz; sector[nSector].wallptr = sector_6[nSector].wallptr; sector[nSector].wallnum = sector_6[nSector].wallnum; sector[nSector].ceilingpicnum = sector_6[nSector].ceilingpicnum; sector[nSector].ceilingheinum = Max(Min(((int)sector_6[nSector].ceilingheinum) << 5, 32767), -32768); if ((sector_6[nSector].ceilingstat & 2) == 0) { sector[nSector].ceilingheinum = 0; } sector[nSector].ceilingshade = sector_6[nSector].ceilingshade; sector[nSector].ceilingpal = sector_6[nSector].ceilingpal; sector[nSector].ceilingxpanning = sector_6[nSector].ceilingxpanning; sector[nSector].ceilingypanning = sector_6[nSector].ceilingypanning; sector[nSector].floorpicnum = sector_6[nSector].floorpicnum; sector[nSector].floorheinum = Max(Min(((int)sector_6[nSector].floorheinum) << 5, 32767), -32768); if ((sector_6[nSector].floorstat & 2) == 0) { sector[nSector].floorheinum = 0; } sector[nSector].floorshade = sector_6[nSector].floorshade; sector[nSector].floorpal = sector_6[nSector].floorpal; sector[nSector].floorxpanning = sector_6[nSector].floorxpanning; sector[nSector].floorypanning = sector_6[nSector].floorypanning; sector[nSector].ceilingstat = sector_6[nSector].ceilingstat; sector[nSector].floorstat = sector_6[nSector].floorstat; sector[nSector].visibility = sector_6[nSector].visibility; sector[nSector].filler = 0; sector[nSector].lotag = sector_6[nSector].lotag; sector[nSector].hitag = sector_6[nSector].hitag; sector[nSector].extra = sector_6[nSector].extra; } for (int nWall = 0; nWall < nWalls; nWall++) { wall[nWall].x = wall_6[nWall].x; wall[nWall].y = wall_6[nWall].y; wall[nWall].point2 = wall_6[nWall].point2; wall[nWall].nextwall = wall_6[nWall].nextwall; wall[nWall].nextsector = wall_6[nWall].nextsector; wall[nWall].cstat = wall_6[nWall].cstat; wall[nWall].picnum = wall_6[nWall].picnum; wall[nWall].overpicnum = wall_6[nWall].overpicnum; wall[nWall].shade = wall_6[nWall].shade; wall[nWall].pal = wall_6[nWall].pal; wall[nWall].xrepeat = wall_6[nWall].xrepeat; wall[nWall].yrepeat = wall_6[nWall].yrepeat; wall[nWall].xpanning = wall_6[nWall].xpanning; wall[nWall].ypanning = wall_6[nWall].ypanning; wall[nWall].lotag = wall_6[nWall].lotag; wall[nWall].hitag = wall_6[nWall].hitag; wall[nWall].extra = wall_6[nWall].extra; } for (int nSprite = 0; nSprite < nSprites; nSprite++) { sprite[nSprite].x = sprite_6[nSprite].x; sprite[nSprite].y = sprite_6[nSprite].y; sprite[nSprite].z = sprite_6[nSprite].z; sprite[nSprite].cstat = sprite_6[nSprite].cstat; sprite[nSprite].picnum = sprite_6[nSprite].picnum; sprite[nSprite].shade = sprite_6[nSprite].shade; sprite[nSprite].pal = sprite_6[nSprite].pal; sprite[nSprite].clipdist = sprite_6[nSprite].clipdist; sprite[nSprite].filler = 0; sprite[nSprite].xrepeat = sprite_6[nSprite].xrepeat; sprite[nSprite].yrepeat = sprite_6[nSprite].yrepeat; sprite[nSprite].xoffset = sprite_6[nSprite].xoffset; sprite[nSprite].yoffset = sprite_6[nSprite].yoffset; sprite[nSprite].sectnum = sprite_6[nSprite].sectnum; sprite[nSprite].statnum = sprite_6[nSprite].statnum; sprite[nSprite].ang = sprite_6[nSprite].ang; sprite[nSprite].owner = sprite_6[nSprite].owner; sprite[nSprite].xvel = sprite_6[nSprite].xvel; sprite[nSprite].yvel = sprite_6[nSprite].yvel; sprite[nSprite].zvel = sprite_6[nSprite].zvel; sprite[nSprite].lotag = sprite_6[nSprite].lotag; sprite[nSprite].hitag = sprite_6[nSprite].hitag; sprite[nSprite].extra = sprite_6[nSprite].extra; } } for (int nSprite = 0; nSprite < nSprites; nSprite++) { insertsprite(sprite[nSprite].sectnum, sprite[nSprite].statnum); } updatesector(initx, inity, &initsect); kclose(hFile); hFile = -1; } // loadboard has finished #endif vec3_t startPos; engineLoadBoard(fileName_1, 0, &startPos, &inita, &initsect); initx = startPos.x; inity = startPos.y; initz = startPos.z; int i; for (i = 0; i < kMaxPlayers; i++) { PlayerList[i].nSprite = -1; } psky_t* pSky = tileSetupSky(0); pSky->tileofs[0] = 0; pSky->tileofs[1] = 0; pSky->tileofs[2] = 0; pSky->tileofs[3] = 0; parallaxtype = 0; g_visibility = 2048; pSky->yoffs = 256; flash = 0; pSky->lognumtiles = 2; precache(); LoadObjects(); levelnum = nMap; // TEMP - show full 2D map// TEMP for (i = 0; i < (kMaxWalls >> 3); i++) show2dwall[i] = 0xFF; for (i = 0; i < (kMaxSprites >> 3); i++) show2dsprite[i] = 0xFF; for (i = 0; i < numsectors; i++) { show2dsector[i >> 3] |= (1 << (i & 7)); } return kTrue; } void ResetEngine() { uint8_t blankPal[768]; memset(blankPal, 0, sizeof(blankPal)); MySetPalette(blankPal); SetOverscan(kenpal); EraseScreen(-1); resettiming(); totalclock = 0; ototalclock = totalclock; localclock = totalclock; numframes = 0; } void InstallEngine() { initgroupfile("stuff.dat"); char *cwd; if (g_modDir[0] != '/' && (cwd = buildvfs_getcwd(NULL, 0))) { buildvfs_chdir(g_modDir); if (artLoadFiles("tiles000.art", MAXCACHE1DSIZE) < 0) { buildvfs_chdir(cwd); if (artLoadFiles("tiles000.art", MAXCACHE1DSIZE) < 0) bail2dos("Failed loading art."); } buildvfs_chdir(cwd); #ifndef __ANDROID__ //This crashes on *some* Android devices. Small onetime memory leak. TODO fix above function Xfree(cwd); #endif } else if (artLoadFiles("tiles000.art",MAXCACHE1DSIZE) < 0) bail2dos("Failed loading art."); // TEMP //nScreenWidth *= 2; //nScreenHeight *= 2; bHiRes = kTrue; // TEMP if (engineInit()) { wm_msgbox("Fatal Engine Initialization Error", "There was a problem initializing the engine: %s\n\nThe application will now close.", engineerrstr); //TODO: //G_Cleanup(); ERRprintf("G_Startup: There was a problem initializing the engine: %s\n", engineerrstr); exit(6); } if (videoSetGameMode(gSetup.fullscreen, gSetup.xdim, gSetup.ydim, gSetup.bpp, 0) < 0) { initprintf("Failure setting video mode %dx%dx%d %s! Trying next mode...\n", gSetup.xdim, gSetup.ydim, gSetup.bpp, gSetup.fullscreen ? "fullscreen" : "windowed"); int resIdx = 0; for (int i=0; i < validmodecnt; i++) { if (validmode[i].xdim == gSetup.xdim && validmode[i].ydim == gSetup.ydim) { resIdx = i; break; } } int const savedIdx = resIdx; int bpp = gSetup.bpp; while (videoSetGameMode(0, validmode[resIdx].xdim, validmode[resIdx].ydim, bpp, 0) < 0) { initprintf("Failure setting video mode %dx%dx%d windowed! Trying next mode...\n", validmode[resIdx].xdim, validmode[resIdx].ydim, bpp); if (++resIdx == validmodecnt) { if (bpp == 8) bail2dos("Fatal error: unable to set any video mode!"); resIdx = savedIdx; bpp = 8; } } gSetup.xdim = validmode[resIdx].xdim; gSetup.ydim = validmode[resIdx].ydim; gSetup.bpp = bpp; } LoadPaletteLookups(); MyLoadPalette(); } void RemoveEngine() { engineUnInit(); uninitgroupfile(); } void SetBelow(short nCurSector, short nBelowSector) { SectBelow[nCurSector] = nBelowSector; } void SetAbove(short nCurSector, short nAboveSector) { SectAbove[nCurSector] = nAboveSector; } void SnapSectors(short nSectorA, short nSectorB, short b) { // edx - nSectorA // eax - nSectorB short nWallA = sector[nSectorA].wallptr; short nWallB = sector[nSectorB].wallptr; short num1 = sector[nSectorA].wallnum; short num2 = sector[nSectorB].wallnum; int nCount = 0; while (num1 > nCount) { short dx = nWallB; int esi = 0x7FFFFFF; int edi = esi; int x = wall[nWallA].x; int y = wall[nWallA].y; int var_14 = 0; int nCount2 = 0; while (nCount2 < num2) { int eax = x - wall[dx].x; int ebx = y - wall[dx].y; if (eax < 0) { eax = -eax; } int var_38 = eax; if (ebx < 0) { ebx = -ebx; } int var_3C = ebx; var_38 += var_3C; eax = esi; if (eax < 0) { eax = -eax; } var_3C = eax; eax = edi; // int var_34 = edi; if (eax < 0) { eax = -eax; } int var_34 = eax; var_34 += var_3C; if (var_38 < var_34) { esi = x - wall[dx].x; edi = y - wall[dx].y; var_14 = dx; } dx++; nCount2++; } dragpoint(var_14, wall[var_14].x + esi, wall[var_14].y + edi, 0); nCount++; nWallA++; } if (b) { sector[nSectorB].ceilingz = sector[nSectorA].floorz; } if (SectFlag[nSectorA] & 0x1000) { SnapBobs(nSectorA, nSectorB); } } void InitSectFlag() { for (int i = 0; i < kMaxSectors; i++) { SectSoundSect[i] = -1; SectSound[i] = -1; SectAbove[i] = -1; SectBelow[i] = -1; SectDepth[i] = 0; SectFlag[i] = 0; SectSpeed[i] = 0; SectDamage[i] = 0; } } void ProcessSpriteTag(short nSprite, short lotag, short hitag) { int nChannel = runlist_AllocChannel(hitag % 1000); // int ebp = nChannel; int nHitag2 = hitag / 1000; int nLotag2 = lotag / 1000; if (nLotag2 == 0) { nLotag2 = 1; } if (lotag > 1000) { int blahgh = 123; } // this value can change in the below code but we also need to retain the original hitag value int nVal = hitag; if (lotag >= 900 && lotag <= 949) { ProcessTrailSprite(nSprite, lotag, hitag); return; } // handle tags 6 to 60 switch (lotag) { case 8: // M-60 ammo belt { nVal = 3 * (hitag / 3); // fall through to 6,7 etc } case 6: case 7: case 9: case 10: case 11: case 15: case 17: case 18: case 19: case 20: case 21: case 22: case 23: case 24: case 26: case 28: case 29: case 30: case 31: case 32: case 33: case 34: case 35: case 36: case 37: case 39: case 40: case 41: case 42: case 43: case 44: case 45: case 46: case 47: case 48: case 49: case 50: case 51: case 52: case 53: case 54: case 55: case 56: case 57: case 58: case 60: { sprite[nSprite].hitag = nVal; changespritestat(nSprite, lotag + 900); sprite[nSprite].cstat &= 0xFEFE; BuildItemAnim(nSprite); return; } case 12: // berry twig { sprite[nSprite].hitag = 40; changespritestat(nSprite, lotag + 900); sprite[nSprite].cstat &= 0xFEFE; BuildItemAnim(nSprite); return; } case 13: // blood bowl { sprite[nSprite].hitag = 160; changespritestat(nSprite, lotag + 900); sprite[nSprite].cstat &= 0xFEFE; BuildItemAnim(nSprite); return; } case 14: // venom bowl { sprite[nSprite].hitag = -200; changespritestat(nSprite, lotag + 900); sprite[nSprite].cstat &= 0xFEFE; BuildItemAnim(nSprite); return; } case 16: // reserved mydeletesprite(nSprite); return; case 25: case 59: { // extra life or checkpoint scarab. Delete for multiplayer if (nNetPlayerCount != 0) { mydeletesprite(nSprite); return; } else { sprite[nSprite].hitag = nVal; changespritestat(nSprite, lotag + 900); sprite[nSprite].cstat &= 0xFEFE; BuildItemAnim(nSprite); return; } } case 27: { sprite[nSprite].hitag = 1; changespritestat(nSprite, 9 + 900); sprite[nSprite].cstat &= 0xFEFE; BuildItemAnim(nSprite); return; } case 38: // raw energy { nVal++; nVal--; // CHECKME ?? sprite[nSprite].hitag = nVal; changespritestat(nSprite, lotag + 900); sprite[nSprite].cstat &= 0xFEFE; BuildItemAnim(nSprite); return; } } int v6 = lotag % 1000; if (!bNoCreatures || v6 < 100 || v6 > 118) { if (v6 > 999) { mydeletesprite(nSprite); return; } switch (v6) { case 999: { AddFlicker(sprite[nSprite].sectnum, nLotag2); break; } case 998: { AddGlow(sprite[nSprite].sectnum, nLotag2); break; } case 118: // Anubis with drum { if (bNoCreatures) { mydeletesprite(nSprite); return; } BuildAnubis(nSprite, 0, 0, 0, 0, 0, 1); return; } case 117: { if (bNoCreatures) { mydeletesprite(nSprite); return; } BuildWasp(nSprite, 0, 0, 0, 0, 0); return; } case 116: { BuildRat(nSprite, 0, 0, 0, 0, -1); return; } case 115: // Rat (eating) { BuildRat(nSprite, 0, 0, 0, 0, 0); return; } case 113: { BuildQueen(nSprite, 0, 0, 0, 0, 0, nChannel); return; } case 112: { BuildScorp(nSprite, 0, 0, 0, 0, 0, nChannel); return; } case 111: { if (bNoCreatures) { mydeletesprite(nSprite); return; } BuildSet(nSprite, 0, 0, 0, 0, 0, nChannel); return; } case 108: { if (bNoCreatures) { mydeletesprite(nSprite); return; } BuildLava(nSprite, 0, 0, 0, 0, 0, nChannel); return; } case 107: { if (bNoCreatures) { mydeletesprite(nSprite); return; } BuildRex(nSprite, 0, 0, 0, 0, 0, nChannel); return; } case 106: { if (bNoCreatures) { mydeletesprite(nSprite); return; } BuildFish(nSprite, 0, 0, 0, 0, 0); return; } case 105: { if (bNoCreatures) { mydeletesprite(nSprite); return; } BuildSpider(nSprite, 0, 0, 0, 0, 0); return; } case 104: { if (bNoCreatures) { mydeletesprite(nSprite); return; } BuildRoach(1, nSprite, 0, 0, 0, 0, 0); return; } case 103: { if (bNoCreatures) { mydeletesprite(nSprite); return; } BuildRoach(0, nSprite, 0, 0, 0, 0, 0); return; } case 102: { if (bNoCreatures) { mydeletesprite(nSprite); return; } BuildLion(nSprite, 0, 0, 0, 0, 0); return; } case 101: { if (bNoCreatures) { mydeletesprite(nSprite); return; } BuildMummy(nSprite, 0, 0, 0, 0, 0); return; } case 100: { if (bNoCreatures) { mydeletesprite(nSprite); return; } BuildAnubis(nSprite, 0, 0, 0, 0, 0, 0); return; } case 99: // underwater type 2 { short nSector = sprite[nSprite].sectnum; SetAbove(nSector, hitag); SectFlag[nSector] |= kSectUnderwater; mydeletesprite(nSprite); return; } case 98: { short nSector = sprite[nSprite].sectnum; SetBelow(nSector, hitag); SnapSectors(nSector, hitag, 1); mydeletesprite(nSprite); return; } case 97: { AddSectorBob(sprite[nSprite].sectnum, hitag, 1); mydeletesprite(nSprite); return; } case 96: // Lava sector { hitag /= 4; // hitag is damage level? if (hitag == 0) { hitag = 1; } short nSector = sprite[nSprite].sectnum; SectDamage[nSector] = hitag; SectFlag[nSector] |= kSectLava; mydeletesprite(nSprite); return; } case 95: { AddSectorBob(sprite[nSprite].sectnum, hitag, 0); mydeletesprite(nSprite); return; } case 94: // water { short nSector = sprite[nSprite].sectnum; SectDepth[nSector] = hitag << 8; mydeletesprite(nSprite); return; } case 93: { BuildBubbleMachine(nSprite); return; } case 90: { BuildObject(nSprite, 3, hitag); return; } case 79: case 89: { short nSector = sprite[nSprite].sectnum; SectSpeed[nSector] = nLotag2; SectFlag[nSector] |= sprite[nSprite].ang; mydeletesprite(nSprite); return; } case 88: { AddFlow(nSprite, nLotag2, 0); mydeletesprite(nSprite); return; } case 80: // underwater { short nSector = sprite[nSprite].sectnum; SectFlag[nSector] |= kSectUnderwater; mydeletesprite(nSprite); return; } case 78: { AddFlow(nSprite, nLotag2, 1); short nSector = sprite[nSprite].sectnum; SectFlag[nSector] |= 0x8000; mydeletesprite(nSprite); return; } case 77: { int nArrow = BuildArrow(nSprite, nLotag2); runlist_AddRunRec(sRunChannels[nChannel].a, nArrow); return; } case 76: // Explosion Trigger (Exploding Fire Cauldron) { BuildObject(nSprite, 0, hitag); return; } case 75: // Explosion Target (Cauldrons, fireballs and grenades will destroy nearby 75 sprites) { BuildObject(nSprite, 1, hitag); return; } case 71: { int nFireball = BuildFireBall(nSprite, hitag, nLotag2); runlist_AddRunRec(sRunChannels[nChannel].a, nFireball); return; } case 70: { BuildDrip(nSprite); return; } case 63: { changespritestat(nSprite, 405); sprite[nSprite].cstat = 0x8000; return; } case 62: { nNetStartSprite[nNetStartSprites] = nSprite; sprite[nSprite].cstat = 0x8000; nNetStartSprites++; return; } case kTagRamses: // Ramses head { nSpiritSprite = nSprite; sprite[nSprite].cstat |= 0x8000; return; } default: // TODO - checkme! { mydeletesprite(nSprite); return; } } } mydeletesprite(nSprite); } void ExamineSprites() { nNetStartSprites = 0; nCurStartSprite = 0; for (int nSprite = 0; nSprite < kMaxSprites; nSprite++) { int nStatus = sprite[nSprite].statnum; if (!nStatus) { short lotag = sprite[nSprite].lotag; short hitag = sprite[nSprite].hitag; if ((nStatus < kMaxStatus) && lotag) { sprite[nSprite].lotag = 0; sprite[nSprite].hitag = 0; ProcessSpriteTag(nSprite, lotag, hitag); } else { changespritestat(nSprite, 0); } } } if (nNetPlayerCount) { int nSprite = insertsprite(initsect, 0); sprite[nSprite].x = initx; sprite[nSprite].y = inity; sprite[nSprite].z = initz; sprite[nSprite].cstat = 0x8000; nNetStartSprite[nNetStartSprites] = nSprite; nNetStartSprites++; } } void LoadObjects() { runlist_InitRun(); runlist_InitChan(); InitLink(); InitPoint(); InitSlide(); InitSwitch(); InitElev(); InitWallFace(); InitTimeSlot(); InitSectFlag(); for (int nSector = 0; nSector < numsectors; nSector++) { short hitag = sector[nSector].hitag; short lotag = sector[nSector].lotag; sector[nSector].hitag = 0; sector[nSector].lotag = 0; sector[nSector].extra = -1; if (hitag || lotag) { sector[nSector].lotag = runlist_HeadRun() + 1; sector[nSector].hitag = lotag; runlist_ProcessSectorTag(nSector, lotag, hitag); } } for (int nWall = 0; nWall < numwalls; nWall++) { wall[nWall].extra = -1; short lotag = wall[nWall].lotag; short hitag = wall[nWall].hitag; wall[nWall].lotag = 0; if (hitag || lotag) { wall[nWall].lotag = runlist_HeadRun() + 1; runlist_ProcessWallTag(nWall, lotag, hitag); } } ExamineSprites(); PostProcess(); InitRa(); InitChunks(); for (int nSprite = 0; nSprite < kMaxSprites; nSprite++) { runlist_ChangeChannel(nSprite, 0); runlist_ReadyChannel(nSprite); } nCamerax = initx; nCameray = inity; nCameraz = initz; } int myloadconfig() { FILE *fp = fopen("psa.ini", "rb"); if (fp == NULL) { gFXVolume = 200; nGamma = 2; gMusicVolume = 200; bFullScreen = 0; mysetbrightness((uint8_t)nGamma); lMouseSens = 8; return -1; } fread(&gFXVolume, sizeof(gFXVolume), 1, fp); fread(&gMusicVolume, sizeof(gMusicVolume), 1, fp); fread(&screensize, sizeof(screensize), 1, fp); fread(&bFullScreen, sizeof(bFullScreen), 1, fp); fread(&nGamma, sizeof(nGamma), 1, fp); fread(&lMouseSens, sizeof(lMouseSens), 1, fp); if (bHiRes) { screensize *= 2; } if (screensize > xdim || screensize < xdim >> 2) { screensize = xdim; } fclose(fp); if (gFXVolume > 255) { gFXVolume = 125; } if (gMusicVolume > 255) { gMusicVolume = 125; } return 1; } int mysaveconfig() { FILE *fp = fopen("psa.ini", "wb"); if (fp == NULL) { return -1; } fwrite(&gFXVolume, sizeof(gFXVolume), 1, fp); fwrite(&gMusicVolume, sizeof(gMusicVolume), 1, fp); short nSize = screensize; if (bHiRes) { nSize = screensize / 2; } fwrite(&nSize, sizeof(nSize), 1, fp); fwrite(&bFullScreen, sizeof(bFullScreen), 1, fp); fwrite(&nGamma, sizeof(nGamma), 1, fp); fwrite(&lMouseSens, sizeof(lMouseSens), 1, fp); fclose(fp); return 1; }