//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 sirlemonhead, Nuke.YKT This file is part of PCExhumed. PCExhumed 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 "ns.h" #include "automap.h" #include "compat.h" #include "aistuff.h" #include "player.h" #include "view.h" #include "engine.h" #include "sound.h" #include "exhumed.h" #include "input.h" #include "mapinfo.h" #include "gamecontrol.h" #include "v_video.h" #include "status.h" #include #include #include "statusbar.h" BEGIN_PS_NS enum { kTagRamses = 61, }; 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 = true; uint8_t LoadLevel(MapRecord* map) { if (map->gameflags & LEVEL_EX_COUNTDOWN) { lCountDown = 81000; nAlarmTicks = 30; nRedTicks = 0; nClockVal = 0; nEnergyTowers = 0; } initspritelists(); // init stuff { StopAllSounds(); nCreaturesKilled = 0; nCreaturesTotal = 0; nFreeze = 0; nSpiritSprite = -1; PlayClock = 0; InitLion(); InitRexs(); InitSets(); InitQueens(); InitRoachs(); InitWasps(); InitRats(); InitBullets(); InitWeapons(); InitGrenades(); InitAnims(); InitSnakes(); InitFishes(); InitLights(); ClearAutomap(); InitBubbles(); InitObjects(); InitLava(); InitPushBlocks(); InitAnubis(); InitSpider(); InitMummy(); InitScorp(); InitPlayer(); InitItems(); InitInput(); if (map->gameflags & LEVEL_EX_COUNTDOWN) { InitEnergyTile(); } } if (map->gameflags & LEVEL_EX_ALTSOUND) { nSwitchSound = 35; nStoneSound = 23; nElevSound = 51; nStopSound = 35; } else { nSwitchSound = 33; nStoneSound = 23; nElevSound = 23; nStopSound = 66; } vec3_t startPos; engineLoadBoard(currentLevel->fileName, 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(DEFAULTPSKY); pSky->tileofs[0] = 0; pSky->tileofs[1] = 0; pSky->tileofs[2] = 0; pSky->tileofs[3] = 0; pSky->yoffs = 256; pSky->lognumtiles = 2; pSky->horizfrac = 65536; pSky->yscale = 65536; parallaxtype = 2; g_visibility = 1024; flash = 0; precache(); LoadObjects(); return true; } void InitLevel(MapRecord* map) { StopCD(); currentLevel = map; if (!LoadLevel(map)) { I_Error("Cannot load %s...\n", map->fileName.GetChars()); } for (int i = 0; i < nTotalPlayers; i++) { SetSavePoint(i, initx, inity, initz, initsect, inita); RestartPlayer(i); InitPlayerKeys(i); } EndLevel = 0; lastfps = 0; InitStatus(); ResetView(); ResetEngine(); totalmoves = 0; GrabPalette(); ResetMoveFifo(); lPlayerXVel = 0; lPlayerYVel = 0; movefifopos = movefifoend; RefreshStatus(); if (!mus_redbook && map->music.IsNotEmpty()) Mus_Play(map->labelName, map->music, true); // Allow non-CD music if defined for the current level playCDtrack(map->cdSongId, true); setLevelStarted(currentLevel); } void InitNewGame() { bCamera = false; PlayerCount = 0; for (int i = 0; i < nTotalPlayers; i++) { int nPlayer = GrabPlayer(); if (nPlayer < 0) { I_Error("Can't create local player\n"); } InitPlayerInventory(nPlayer); } } 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 nLotag, short nHitag) { int nChannel = runlist_AllocChannel(nHitag % 1000); int nSpeed = nLotag / 1000; if (!nSpeed) { nSpeed = 1; } int nVal = nHitag; if (nLotag >= 900 && nLotag <= 949) { ProcessTrailSprite(nSprite, nLotag, nHitag); return; } // handle tags 6 to 60 switch (nLotag) { case 8: // M-60 ammo belt { nVal = 3 * (nHitag / 3); // fall through to 6,7 etc fallthrough__; } 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, nLotag + 900); sprite[nSprite].cstat &= 0xFEFE; BuildItemAnim(nSprite); return; } case 12: // berry twig { sprite[nSprite].hitag = 40; changespritestat(nSprite, nLotag + 900); sprite[nSprite].cstat &= 0xFEFE; BuildItemAnim(nSprite); return; } case 13: // blood bowl { sprite[nSprite].hitag = 160; changespritestat(nSprite, nLotag + 900); sprite[nSprite].cstat &= 0xFEFE; BuildItemAnim(nSprite); return; } case 14: // venom bowl { sprite[nSprite].hitag = -200; changespritestat(nSprite, nLotag + 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, nLotag + 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, nLotag + 900); sprite[nSprite].cstat &= 0xFEFE; BuildItemAnim(nSprite); return; } } int v6 = nLotag % 1000; if (!userConfig.nomonsters || v6 < 100 || v6 > 118) { if (v6 > 999) { mydeletesprite(nSprite); return; } switch (v6) { case 999: { AddFlicker(sprite[nSprite].sectnum, nSpeed); break; } case 998: { AddGlow(sprite[nSprite].sectnum, nSpeed); break; } case 118: // Anubis with drum { if (userConfig.nomonsters) { mydeletesprite(nSprite); return; } BuildAnubis(nSprite, 0, 0, 0, 0, 0, 1); return; } case 117: { if (userConfig.nomonsters) { 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 (userConfig.nomonsters) { mydeletesprite(nSprite); return; } BuildSet(nSprite, 0, 0, 0, 0, 0, nChannel); return; } case 108: { if (userConfig.nomonsters) { mydeletesprite(nSprite); return; } BuildLava(nSprite, 0, 0, 0, 0, 0, nChannel); return; } case 107: { if (userConfig.nomonsters) { mydeletesprite(nSprite); return; } BuildRex(nSprite, 0, 0, 0, 0, 0, nChannel); return; } case 106: { if (userConfig.nomonsters) { mydeletesprite(nSprite); return; } BuildFish(nSprite, 0, 0, 0, 0, 0); return; } case 105: { if (userConfig.nomonsters) { mydeletesprite(nSprite); return; } BuildSpider(nSprite, 0, 0, 0, 0, 0); return; } case 104: { if (userConfig.nomonsters) { mydeletesprite(nSprite); return; } BuildRoach(1, nSprite, 0, 0, 0, 0, 0); return; } case 103: { if (userConfig.nomonsters) { mydeletesprite(nSprite); return; } BuildRoach(0, nSprite, 0, 0, 0, 0, 0); return; } case 102: { if (userConfig.nomonsters) { mydeletesprite(nSprite); return; } BuildLion(nSprite, 0, 0, 0, 0, 0); return; } case 101: { if (userConfig.nomonsters) { mydeletesprite(nSprite); return; } BuildMummy(nSprite, 0, 0, 0, 0, 0); return; } case 100: { if (userConfig.nomonsters) { mydeletesprite(nSprite); return; } BuildAnubis(nSprite, 0, 0, 0, 0, 0, 0); return; } case 99: // underwater type 2 { short nSector = sprite[nSprite].sectnum; SetAbove(nSector, nHitag); SectFlag[nSector] |= kSectUnderwater; mydeletesprite(nSprite); return; } case 98: { short nSector = sprite[nSprite].sectnum; SetBelow(nSector, nHitag); SnapSectors(nSector, nHitag, 1); mydeletesprite(nSprite); return; } case 97: { AddSectorBob(sprite[nSprite].sectnum, nHitag, 1); mydeletesprite(nSprite); return; } case 96: // Lava sector { int nDamage = nHitag / 4; if (!nDamage) { nDamage = 1; } short nSector = sprite[nSprite].sectnum; SectDamage[nSector] = nDamage; SectFlag[nSector] |= kSectLava; mydeletesprite(nSprite); return; } case 95: { AddSectorBob(sprite[nSprite].sectnum, nHitag, 0); mydeletesprite(nSprite); return; } case 94: // water { short nSector = sprite[nSprite].sectnum; SectDepth[nSector] = nHitag << 8; mydeletesprite(nSprite); return; } case 93: { BuildBubbleMachine(nSprite); return; } case 90: { BuildObject(nSprite, 3, nHitag); return; } case 79: case 89: { short nSector = sprite[nSprite].sectnum; SectSpeed[nSector] = nSpeed; SectFlag[nSector] |= sprite[nSprite].ang; mydeletesprite(nSprite); return; } case 88: { AddFlow(nSprite, nSpeed, 0); mydeletesprite(nSprite); return; } case 80: // underwater { short nSector = sprite[nSprite].sectnum; SectFlag[nSector] |= kSectUnderwater; mydeletesprite(nSprite); return; } case 78: { AddFlow(nSprite, nSpeed, 1); short nSector = sprite[nSprite].sectnum; SectFlag[nSector] |= 0x8000; mydeletesprite(nSprite); return; } case 77: { int nArrow = BuildArrow(nSprite, nSpeed); runlist_AddRunRec(sRunChannels[nChannel].a, nArrow); return; } case 76: // Explosion Trigger (Exploding Fire Cauldron) { BuildObject(nSprite, 0, nHitag); return; } case 75: // Explosion Target (Cauldrons, fireballs and grenades will destroy nearby 75 sprites) { BuildObject(nSprite, 1, nHitag); return; } case 71: { int nFireball = BuildFireBall(nSprite, nHitag, nSpeed); 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(); 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 nChannel = 0; nChannel < kMaxChannels; nChannel++) { runlist_ChangeChannel(nChannel, 0); runlist_ReadyChannel(nChannel); } nCamerax = initx; nCameray = inity; nCameraz = initz; } void SerializeInit(FSerializer& arc) { if (arc.BeginObject("init")) { arc("initx", initx) ("inity", inity) ("initz", initz) ("inita", inita) ("initsect", initsect) ("curchunk", nCurChunkNum) .Array("bodygunsprite", nBodyGunSprite, countof(nBodyGunSprite)) ("curbodygun", nCurBodyGunNum) .Array("soundsect", SectSoundSect, numsectors) .Array("sectsound", SectSound, numsectors) .Array("sectflag", SectFlag, numsectors) .Array("sectdepth", SectDepth, numsectors) .Array("sectabove", SectAbove, numsectors) .Array("sectdamage", SectDamage, numsectors) .Array("sectspeed", SectSpeed, numsectors) .Array("sectbelow", SectBelow, numsectors) .EndObject(); } } END_PS_NS