zduke/source/PREMAP.cpp

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2020-07-17 08:59:23 +00:00
//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "duke3d.h"
#include "i_sound.h"
extern char everyothertime;
short which_palookup = 9;
void tloadtile(short tilenume)
{
gotpic[tilenume>>3] |= (1<<(tilenume&7));
}
void cachespritenum(short i)
{
char maxc;
short j;
if(ud.monsters_off && badguy(&sprite[i])) return;
maxc = 1;
switch(sprite[i].picnum)
{
case HYDRENT:
tloadtile(BROKEFIREHYDRENT);
for(j = TOILETWATER; j < (TOILETWATER+4); j++)
if(waloff[j] == 0) tloadtile(j);
break;
case TOILET:
tloadtile(TOILETBROKE);
for(j = TOILETWATER; j < (TOILETWATER+4); j++)
if(waloff[j] == 0) tloadtile(j);
break;
case STALL:
tloadtile(STALLBROKE);
for(j = TOILETWATER; j < (TOILETWATER+4); j++)
if(waloff[j] == 0) tloadtile(j);
break;
case RUBBERCAN:
maxc = 2;
break;
case TOILETWATER:
maxc = 4;
break;
case FEMPIC1:
maxc = 44;
break;
case LIZTROOP:
case LIZTROOPRUNNING:
case LIZTROOPSHOOT:
case LIZTROOPJETPACK:
case LIZTROOPONTOILET:
case LIZTROOPDUCKING:
for(j = LIZTROOP; j < (LIZTROOP+72); j++)
if(waloff[j] == 0)
tloadtile(j);
for(j=HEADJIB1;j<LEGJIB1+3;j++)
if(waloff[j] == 0)
tloadtile(j);
maxc = 0;
break;
case WOODENHORSE:
maxc = 5;
for(j = HORSEONSIDE; j < (HORSEONSIDE+4); j++)
if(waloff[j] == 0)
tloadtile(j);
break;
case NEWBEAST:
case NEWBEASTSTAYPUT:
maxc = 90;
break;
case BOSS1:
case BOSS2:
case BOSS3:
maxc = 30;
break;
case OCTABRAIN:
case OCTABRAINSTAYPUT:
case COMMANDER:
case COMMANDERSTAYPUT:
maxc = 38;
break;
case RECON:
maxc = 13;
break;
case PIGCOP:
case PIGCOPDIVE:
maxc = 61;
break;
case SHARK:
maxc = 30;
break;
case LIZMAN:
case LIZMANSPITTING:
case LIZMANFEEDING:
case LIZMANJUMP:
for(j=LIZMANHEAD1;j<LIZMANLEG1+3;j++)
if(waloff[j] == 0)
tloadtile(j);
maxc = 80;
break;
case APLAYER:
maxc = 0;
if(ud.multimode > 1)
{
maxc = 5;
for(j = 1420;j < 1420+106; j++)
if(waloff[j] == (char*)-1)
tloadtile(j);
}
break;
case ATOMICHEALTH:
maxc = 14;
break;
case DRONE:
maxc = 10;
break;
case EXPLODINGBARREL:
case SEENINE:
case OOZFILTER:
maxc = 3;
break;
case NUKEBARREL:
case CAMERA1:
maxc = 5;
break;
}
for(j = sprite[i].picnum; j < (sprite[i].picnum+maxc); j++)
if(waloff[j] == 0)
tloadtile(j);
}
void cachegoodsprites(void)
{
short i;
if(ud.screen_size >= 8)
{
if(waloff[BOTTOMSTATUSBAR] == 0)
tloadtile(BOTTOMSTATUSBAR);
if( ud.multimode > 1)
{
if(waloff[FRAGBAR] == 0)
tloadtile(FRAGBAR);
for(i=MINIFONT;i<MINIFONT+63;i++)
if(waloff[i] == 0)
tloadtile(i);
}
}
tloadtile(VIEWSCREEN);
for(i=STARTALPHANUM;i<ENDALPHANUM+1;i++)
if (waloff[i] == 0)
tloadtile(i);
for(i=FOOTPRINTS;i<FOOTPRINTS+3;i++)
if (waloff[i] == 0)
tloadtile(i);
for( i = BIGALPHANUM; i < BIGALPHANUM+82; i++)
if(waloff[i] == 0)
tloadtile(i);
for( i = BURNING; i < BURNING+14; i++)
if(waloff[i] == 0)
tloadtile(i);
for( i = BURNING2; i < BURNING2+14; i++)
if(waloff[i] == 0)
tloadtile(i);
for( i = CRACKKNUCKLES; i < CRACKKNUCKLES+4; i++)
if(waloff[i] == 0)
tloadtile(i);
for( i = FIRSTGUN; i < FIRSTGUN+3 ; i++ )
if(waloff[i] == 0)
tloadtile(i);
for( i = EXPLOSION2; i < EXPLOSION2+21 ; i++ )
if(waloff[i] == 0)
tloadtile(i);
tloadtile(BULLETHOLE);
for( i = FIRSTGUNRELOAD; i < FIRSTGUNRELOAD+8 ; i++ )
if(waloff[i] == 0)
tloadtile(i);
tloadtile(FOOTPRINTS);
for( i = JIBS1; i < (JIBS5+5); i++)
if(waloff[i] == 0)
tloadtile(i);
for( i = SCRAP1; i < (SCRAP1+19); i++)
if(waloff[i] == 0)
tloadtile(i);
for( i = SMALLSMOKE; i < (SMALLSMOKE+4); i++)
if(waloff[i] == 0)
tloadtile(i);
}
void cacheit(void)
{
short i,j;
cachegoodsprites();
for(i=0;i<numwalls;i++)
if( waloff[wall[i].picnum] == 0 )
{
if(waloff[wall[i].picnum] == 0)
tloadtile(wall[i].picnum);
if(wall[i].overpicnum >= 0 && waloff[wall[i].overpicnum] == 0 )
tloadtile(wall[i].overpicnum);
}
for(i=0;i<numsectors;i++)
{
if( waloff[sector[i].floorpicnum] == 0 )
tloadtile( sector[i].floorpicnum );
if( waloff[sector[i].ceilingpicnum] == 0 )
{
tloadtile( sector[i].ceilingpicnum );
if( waloff[sector[i].ceilingpicnum] == (char*)LA)
{
tloadtile(LA+1);
tloadtile(LA+2);
}
}
j = headspritesect[i];
while(j >= 0)
{
if(sprite[j].xrepeat != 0 && sprite[j].yrepeat != 0 && (sprite[j].cstat&CSTAT_INVISIBLE) == 0)
if(waloff[sprite[j].picnum] == 0)
cachespritenum(j);
j = nextspritesect[j];
}
}
}
void docacheit(void)
{
long i,j;
j = 0;
for(i=0;i<MAXTILES;i++)
if( (gotpic[i>>3]&(1<<(i&7))) && waloff[i] == 0)
{
loadtile((short)i);
j++;
if((j&7) == 0) getpackets();
}
clearbufbyte(gotpic,sizeof(gotpic),0L);
}
void xyzmirror(short i,short wn)
{
if (waloff[wn] == 0) loadtile(wn);
setviewtotile(wn,tilesizy[wn],tilesizx[wn]);
drawrooms(sprite[i].x,sprite[i].y,sprite[i].z,sprite[i].ang,100+sprite[i].shade,sprite[i].sectnum);
display_mirror = 1; animatesprites(sprite[i].x,sprite[i].y,sprite[i].ang,65536L); display_mirror = 0;
drawmasks();
setviewback();
squarerotatetile(wn);
}
void vscrn(void)
{
long i, j, ss, x1, x2, y1, y2;
if(ud.screen_size < 0) ud.screen_size = 0;
else if(ud.screen_size > 63) ud.screen_size = 64;
if(ud.screen_size == 0) flushperms();
ss = max(ud.screen_size-8,0);
x1 = scale(ss,xdim,160);
x2 = xdim-x1;
y1 = ss; y2 = 200;
if ( ud.screen_size > 0 && ud.coop != 1 && ud.multimode > 1)
{
j = 0;
for(i=connecthead;i>=0;i=connectpoint2[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) y2 -= (ss+34);
y1 = scale(y1,ydim,200);
y2 = scale(y2,ydim,200);
setview(x1,y1,x2-1,y2-1);
pub = NUMPAGES;
pus = NUMPAGES;
}
void pickrandomspot(short snum)
{
struct player_struct *p;
short i;
p = &ps[snum];
if( ud.multimode > 1 && ud.coop != 1)
i = TRAND%numplayersprites;
else i = snum;
p->bobposx = p->oposx = p->posx = po[i].ox;
p->bobposy = p->oposy = p->posy = po[i].oy;
p->oposz = p->posz = po[i].oz;
p->ang = po[i].oa;
p->cursectnum = po[i].os;
}
void resetplayerstats(short snum)
{
struct player_struct *p;
p = &ps[snum];
ud.show_help = 0;
ud.showallmap = 0;
p->dead_flag = 0;
p->wackedbyactor = -1;
p->falling_counter = 0;
p->quick_kick = 0;
p->subweapon = 0;
p->last_full_weapon = 0;
p->ftq = 0;
p->fta = 0;
p->tipincs = 0;
p->buttonpalette = 0;
p->actorsqu =-1;
p->invdisptime = 0;
p->refresh_inventory= 0;
p->last_pissed_time = 0;
p->holster_weapon = 0;
p->pycount = 0;
p->pyoff = 0;
p->opyoff = 0;
p->loogcnt = 0;
p->angvel = 0;
p->weapon_sway = 0;
// p->select_dir = 0;
p->extra_extra8 = 0;
p->show_empty_weapon= 0;
p->dummyplayersprite=-1;
p->crack_time = 0;
p->hbomb_hold_delay = 0;
p->transporter_hold = 0;
p->wantweaponfire = -1;
p->hurt_delay = 0;
p->footprintcount = 0;
p->footprintpal = 0;
p->footprintshade = 0;
p->jumping_toggle = 0;
p->ohoriz = p->horiz= 140;
p->horizoff = 0;
p->bobcounter = 0;
p->on_ground = 0;
p->player_par = 0;
p->return_to_center = 9;
p->airleft = 15*26;
p->rapid_fire_hold = 0;
p->toggle_key_flag = 0;
p->access_spritenum = -1;
if(ud.multimode > 1 && ud.coop != 1 )
p->got_access = 7;
else p->got_access = 0;
p->random_club_frame= 0;
pus = 1;
p->on_warping_sector = 0;
p->spritebridge = 0;
p->palette = (char *) &palette[0];
if(p->steroids_amount < 400 )
{
p->steroids_amount = 0;
p->inven_icon = 0;
}
p->heat_on = 0;
p->jetpack_on = 0;
p->holoduke_on = -1;
p->look_ang = 512 - ((ud.level_number&1)<<10);
p->rotscrnang = 0;
p->newowner =-1;
p->jumping_counter = 0;
p->hard_landing = 0;
p->posxv = 0;
p->posyv = 0;
p->poszv = 0;
fricxv = 0;
fricyv = 0;
p->somethingonplayer =-1;
p->one_eighty_count = 0;
p->cheat_phase = 0;
p->on_crane = -1;
if(p->curr_weapon == PISTOL_WEAPON)
p->kickback_pic = 5;
else p->kickback_pic = 0;
p->weapon_pos = 6;
p->walking_snd_toggle= 0;
p->weapon_ang = 0;
p->knuckle_incs = 1;
p->fist_incs = 0;
p->knee_incs = 0;
p->jetpack_on = 0;
setpal(p);
}
void resetweapons(short snum)
{
short weapon;
struct player_struct *p;
p = &ps[snum];
for ( weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++ )
p->gotweapon[weapon] = 0;
for ( weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++ )
p->ammo_amount[weapon] = 0;
p->weapon_pos = 6;
p->kickback_pic = 5;
p->curr_weapon = PISTOL_WEAPON;
p->gotweapon[PISTOL_WEAPON] = 1;
p->gotweapon[KNEE_WEAPON] = 1;
p->ammo_amount[PISTOL_WEAPON] = 48;
p->gotweapon[HANDREMOTE_WEAPON] = 1;
p->last_weapon = -1;
p->show_empty_weapon= 0;
p->last_pissed_time = 0;
p->holster_weapon = 0;
}
void resetinventory(short snum)
{
struct player_struct *p;
p = &ps[snum];
p->inven_icon = 0;
p->boot_amount = 0;
p->scuba_on = 0;p->scuba_amount = 0;
p->heat_amount = 0;p->heat_on = 0;
p->jetpack_on = 0;p->jetpack_amount = 0;
p->shield_amount = max_armour_amount;
p->holoduke_on = -1;
p->holoduke_amount = 0;
p->firstaid_amount = 0;
p->steroids_amount = 0;
p->inven_icon = 0;
}
void resetprestat(short snum,char g)
{
struct player_struct *p;
short i;
p = &ps[snum];
spriteqloc = 0;
for(i=0;i<spriteqamount;i++) spriteq[i] = -1;
p->hbomb_on = 0;
p->cheat_phase = 0;
p->pals_time = 0;
p->toggle_key_flag = 0;
p->secret_rooms = 0;
p->max_secret_rooms = 0;
p->actors_killed = 0;
p->max_actors_killed = 0;
p->lastrandomspot = 0;
p->weapon_pos = 6;
p->kickback_pic = 5;
p->last_weapon = -1;
p->weapreccnt = 0;
p->show_empty_weapon= 0;
p->holster_weapon = 0;
p->last_pissed_time = 0;
p->one_parallax_sectnum = -1;
p->visibility = ud.const_visibility;
screenpeek = myconnectindex;
numanimwalls = 0;
numcyclers = 0;
animatecnt = 0;
parallaxtype = 0;
randomseed = 17L;
ud.pause_on = 0;
ud.camerasprite =-1;
ud.eog = 0;
tempwallptr = 0;
camsprite =-1;
earthquaketime = 0;
numinterpolations = 0;
startofdynamicinterpolations = 0;
if( ( (g&MODE_EOL) != MODE_EOL && numplayers < 2) || (ud.coop != 1 && numplayers > 1) )
{
resetweapons(snum);
resetinventory(snum);
}
else if(p->curr_weapon == HANDREMOTE_WEAPON)
{
p->ammo_amount[HANDBOMB_WEAPON]++;
p->curr_weapon = HANDBOMB_WEAPON;
}
p->timebeforeexit = 0;
p->customexitsound = 0;
}
void setupbackdrop(short sky)
{
short i;
for(i=0;i<MAXPSKYTILES;i++) pskyoff[i]=0;
if(parallaxyscale != 65536L)
parallaxyscale = 32768;
switch(sky)
{
case CLOUDYOCEAN:
parallaxyscale = 65536L;
break;
case MOONSKY1 :
pskyoff[6]=1; pskyoff[1]=2; pskyoff[4]=2; pskyoff[2]=3;
break;
case BIGORBIT1: // orbit
pskyoff[5]=1; pskyoff[6]=2; pskyoff[7]=3; pskyoff[2]=4;
break;
case LA:
parallaxyscale = 16384+1024;
pskyoff[0]=1; pskyoff[1]=2; pskyoff[2]=1; pskyoff[3]=3;
pskyoff[4]=4; pskyoff[5]=0; pskyoff[6]=2; pskyoff[7]=3;
break;
}
pskybits=3;
}
void prelevel(char g)
{
short i, nexti, j, startwall, endwall, lotaglist;
short lotags[65];
clearbufbyte(show2dsector,sizeof(show2dsector),0L);
clearbufbyte(show2dwall,sizeof(show2dwall),0L);
clearbufbyte(show2dsprite,sizeof(show2dsprite),0L);
resetprestat(0,g);
numclouds = 0;
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&SSTAT_PARALLAX)
{
if(waloff[sector[i].ceilingpicnum] == 0)
{
if(sector[i].ceilingpicnum == LA)
for(j=0;j<5;j++)
if(waloff[sector[i].ceilingpicnum+j] == 0)
tloadtile(sector[i].ceilingpicnum+j);
}
setupbackdrop(sector[i].ceilingpicnum);
if(sector[i].ceilingpicnum == 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;
}
}
i = headspritestat[0];
while(i >= 0)
{
nexti = nextspritestat[i];
if(sprite[i].lotag == -1 && ((sprite[i].cstat&CSTAT_TYPEMASK) == CSTAT_WALL) )
{
ps[0].exitx = sprite[i].x;
ps[0].exity = sprite[i].y;
}
else switch(sprite[i].picnum)
{
case GPSPEED:
sector[sprite[i].sectnum].extra = sprite[i].lotag;
deletesprite(i);
break;
case CYCLER:
if(numcyclers >= MAXCYCLERS)
gameexit("\nToo many cycling sectors.");
cyclers[numcyclers][0] = sprite[i].sectnum;
cyclers[numcyclers][1] = sprite[i].lotag;
cyclers[numcyclers][2] = sprite[i].shade;
cyclers[numcyclers][3] = sector[sprite[i].sectnum].floorshade;
cyclers[numcyclers][4] = sprite[i].hitag;
cyclers[numcyclers][5] = (sprite[i].ang == 1536);
numcyclers++;
deletesprite(i);
break;
}
i = nexti;
}
for(i=0;i < MAXSPRITES;i++)
{
if(sprite[i].statnum < MAXSTATUS)
{
if(sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 14)
continue;
spawn(-1,i);
}
}
for(i=0;i < MAXSPRITES;i++)
if(sprite[i].statnum < MAXSTATUS)
{
if( sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 14 )
spawn(-1,i);
}
lotaglist = 0;
i = headspritestat[0];
while(i >= 0)
{
switch(sprite[i].picnum)
{
case DIPSWITCH:
case DIPSWITCH2:
case ACCESSSWITCH:
case PULLSWITCH:
case HANDSWITCH:
case SLOTDOOR:
case LIGHTSWITCH:
case SPACELIGHTSWITCH:
case SPACEDOORSWITCH:
case FRANKENSTINESWITCH:
case LIGHTSWITCH2:
case POWERSWITCH1:
case LOCKSWITCH1:
case POWERSWITCH2:
break;
case DIPSWITCH+1:
case DIPSWITCH2+1:
case PULLSWITCH+1:
case HANDSWITCH+1:
case SLOTDOOR+1:
case LIGHTSWITCH+1:
case SPACELIGHTSWITCH+1:
case SPACEDOORSWITCH+1:
case FRANKENSTINESWITCH+1:
case LIGHTSWITCH2+1:
case POWERSWITCH1+1:
case LOCKSWITCH1+1:
case POWERSWITCH2+1:
for(j=0;j<lotaglist;j++)
if( sprite[i].lotag == lotags[j] )
break;
if( j == lotaglist )
{
lotags[lotaglist] = sprite[i].lotag;
lotaglist++;
if(lotaglist > 64)
gameexit("\nToo many switches (64 max).");
j = headspritestat[3];
while(j >= 0)
{
if(sprite[j].lotag == 12 && sprite[j].hitag == sprite[i].lotag)
hittype[j].temp_data[0] = 1;
j = nextspritestat[j];
}
}
break;
}
i = nextspritestat[i];
}
mirrorcnt = 0;
for( i = 0; i < numwalls; i++ )
{
walltype *wal;
wal = &wall[i];
if(wal->overpicnum == MIRROR && (wal->cstat&WSTAT_ONEWAY) != 0)
{
j = wal->nextsector;
if(mirrorcnt > 63)
gameexit("\nToo many mirrors (64 max.)");
if ( (j >= 0) && sector[j].ceilingpicnum != MIRROR )
{
sector[j].ceilingpicnum = MIRROR;
sector[j].floorpicnum = MIRROR;
mirrorwall[mirrorcnt] = i;
mirrorsector[mirrorcnt] = j;
mirrorcnt++;
continue;
}
}
if(numanimwalls >= MAXANIMWALLS)
gameexit("\nToo many 'anim' walls (max 512.)");
animwall[numanimwalls].tag = 0;
animwall[numanimwalls].wallnum = 0;
switch(wal->overpicnum)
{
case FANSHADOW:
case FANSPRITE:
wall->cstat |= WSTAT_ALLBLOCKING;
animwall[numanimwalls].wallnum = i;
numanimwalls++;
break;
case W_FORCEFIELD:
if(waloff[W_FORCEFIELD] == 0)
for(j=0;j<3;j++)
tloadtile(W_FORCEFIELD+j);
case W_FORCEFIELD+1:
case W_FORCEFIELD+2:
if(wal->shade > 31)
wal->cstat = 0;
else wal->cstat |= WSTAT_ALLBLOCKING | WSTAT_MASKED | WSTAT_ALIGNBOTTOM | WSTAT_YFLIP;
if(wal->lotag && wal->nextwall >= 0)
wall[wal->nextwall].lotag =
wal->lotag;
case BIGFORCE:
animwall[numanimwalls].wallnum = i;
numanimwalls++;
continue;
}
wal->extra = -1;
switch(wal->picnum)
{
case WATERTILE2:
for(j=0;j<3;j++)
if(waloff[wal->picnum+j] == 0)
tloadtile(wal->picnum+j);
break;
case TECHLIGHT2:
case TECHLIGHT4:
if(waloff[wal->picnum] == 0)
tloadtile(wal->picnum);
break;
case W_TECHWALL1:
case W_TECHWALL2:
case W_TECHWALL3:
case W_TECHWALL4:
animwall[numanimwalls].wallnum = i;
// animwall[numanimwalls].tag = -1;
numanimwalls++;
break;
case SCREENBREAK6:
case SCREENBREAK7:
case SCREENBREAK8:
if(waloff[SCREENBREAK6] == 0)
for(j=SCREENBREAK6;j<SCREENBREAK9;j++)
tloadtile(j);
animwall[numanimwalls].wallnum = i;
animwall[numanimwalls].tag = -1;
numanimwalls++;
break;
case FEMPIC1:
case FEMPIC2:
case FEMPIC3:
wal->extra = wal->picnum;
animwall[numanimwalls].tag = -1;
if(ud.lockout)
{
if(wal->picnum == FEMPIC1)
wal->picnum = BLANKSCREEN;
else wal->picnum = SCREENBREAK6;
}
animwall[numanimwalls].wallnum = i;
animwall[numanimwalls].tag = wal->picnum;
numanimwalls++;
break;
case SCREENBREAK1:
case SCREENBREAK2:
case SCREENBREAK3:
case SCREENBREAK4:
case SCREENBREAK5:
case SCREENBREAK9:
case SCREENBREAK10:
case SCREENBREAK11:
case SCREENBREAK12:
case SCREENBREAK13:
case SCREENBREAK14:
case SCREENBREAK15:
case SCREENBREAK16:
case SCREENBREAK17:
case SCREENBREAK18:
case SCREENBREAK19:
animwall[numanimwalls].wallnum = i;
animwall[numanimwalls].tag = wal->picnum;
numanimwalls++;
break;
}
}
//Invalidate textures in sector behind mirror
for(i=0;i<mirrorcnt;i++)
{
startwall = sector[mirrorsector[i]].wallptr;
endwall = startwall + sector[mirrorsector[i]].wallnum;
for(j=startwall;j<endwall;j++)
{
wall[j].picnum = MIRROR;
wall[j].overpicnum = MIRROR;
}
}
}
void newgame(char vn,char ln,char sk)
{
struct player_struct *p = &ps[0];
short i;
if(globalskillvoice >= 0)
while(FX_SoundIsPlaying(globalskillvoice))
{}
globalskillsound = -1;
globalskillvoice = -1;
waitforeverybody();
ready2send = 0;
if( ud.m_recstat != 2 && ud.last_level >= 0 && ud.multimode > 1 && ud.coop != 1)
dobonus(1);
if( ln == 0 && vn == 3 && ud.multimode < 2 && ud.lockout == 0)
{
playmusic(&env_music_fn[1][0]);
flushperms();
setview(0,0,xdim-1,ydim-1);
clearview(0L);
nextpage();
playanm("vol41a.anm",6);
clearview(0L);
nextpage();
playanm("vol42a.anm",7);
// clearview(0L);
// nextpage();
playanm("vol43a.anm",9);
clearview(0L);
nextpage();
FX_StopAllSounds();
}
show_shareware = 26*34;
ud.level_number = ln;
ud.volume_number = vn;
ud.player_skill = sk;
ud.secretlevel = 0;
ud.from_bonus = 0;
parallaxyscale = 0;
ud.last_level = -1;
lastsavedpos = -1;
p->zoom = 768;
p->gm = 0;
if(ud.m_coop != 1)
{
p->curr_weapon = PISTOL_WEAPON;
p->gotweapon[PISTOL_WEAPON] = 1;
p->gotweapon[KNEE_WEAPON] = 1;
p->ammo_amount[PISTOL_WEAPON] = 48;
p->gotweapon[HANDREMOTE_WEAPON] = 1;
p->last_weapon = -1;
}
display_mirror = 0;
if(ud.multimode > 1 )
{
if(numplayers < 2)
{
connecthead = 0;
for(i=0;i<MAXPLAYERS;i++) connectpoint2[i] = i+1;
connectpoint2[ud.multimode-1] = -1;
}
}
else
{
connecthead = 0;
connectpoint2[0] = -1;
}
}
void resetpspritevars(char g)
{
short i, j, nexti,circ;
long firstx,firsty;
spritetype *s;
char aimmode[MAXPLAYERS];
STATUSBARTYPE tsbar[MAXPLAYERS];
EGS(ps[0].cursectnum,ps[0].posx,ps[0].posy,ps[0].posz,
APLAYER,0,0,0,ps[0].ang,0,0,0,10);
if(ud.recstat != 2) for(i=0;i<MAXPLAYERS;i++)
{
aimmode[i] = ps[i].aim_mode;
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[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];
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[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[10];
while(i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
if( numplayersprites == MAXPLAYERS)
gameexit("\nToo 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 = 42;
s->yrepeat = 36;
s->cstat = CSTAT_ALLBLOCKING;
s->xoffset = 0;
s->clipdist = 64;
if( (g&MODE_EOL) != MODE_EOL || 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(s->pal == 0)
{
s->pal = ps[j].palookup = which_palookup;
which_palookup++;
if( which_palookup >= 17 ) which_palookup = 9;
}
else ps[j].palookup = s->pal;
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].oang = ps[j].ang = s->ang;
updatesector(s->x,s->y,&ps[j].cursectnum);
j = connectpoint2[j];
}
else deletesprite(i);
i = nexti;
}
}
void clearfrags(void)
{
short i;
for(i = 0;i<MAXPLAYERS;i++)
ps[i].frag = ps[i].fraggedself = 0;
clearbufbyte(&frags[0][0],(MAXPLAYERS*MAXPLAYERS)<<1,0L);
}
void resettimevars(void)
{
vel = svel = angvel = horiz = 0;
totalclock = 0L;
cloudtotalclock = 0L;
ototalclock = 0L;
lockclock = 0L;
ready2send = 1;
}
void genspriteremaps(void)
{
long j,fp;
signed char look_pos;
char *lookfn = "lookup.dat";
char numl;
fp = kopen4load(lookfn,0);
if(fp != -1)
kread(fp,(char *)&numl,1);
else
gameexit("\nERROR: File 'LOOKUP.DAT' not found.");
for(j=0;j < numl;j++)
{
kread(fp,(signed char *)&look_pos,1);
kread(fp,tempbuf,256);
makepalookup((long)look_pos,(char*)tempbuf,0,0,0,1);
}
kread(fp,&waterpal[0],768);
kread(fp,&slimepal[0],768);
kread(fp,&titlepal[0],768);
kread(fp,&drealms[0],768);
kread(fp,&endingpal[0],768);
palette[765] = palette[766] = palette[767] = 0;
slimepal[765] = slimepal[766] = slimepal[767] = 0;
waterpal[765] = waterpal[766] = waterpal[767] = 0;
kclose(fp);
}
void waitforeverybody()
{
long i;
if (numplayers < 2) return;
packbuf[0] = 250;
for(i=connecthead;i>=0;i=connectpoint2[i])
{
if (i != myconnectindex)
sendpacket(i,packbuf,1);
}
playerreadyflag[myconnectindex]++;
do
{
CheckAbort();
getpackets();
for(i=connecthead;i>=0;i=connectpoint2[i])
if (playerreadyflag[i] < playerreadyflag[myconnectindex]) break;
} while (i >= 0);
}
void dofrontscreens(void)
{
long i;
if(ud.recstat != 2)
{
ps[myconnectindex].palette = palette;
FadeOut (7);
i = ud.screen_size;
ud.screen_size = 0;
vscrn();
clearview(0L);
rotatesprite(320<<15,200<<15,65536L,0,LOADSCREEN,0,0,2+8+64,0,0,xdim-1,ydim-1);
if( boardfilename[0] != 0 && ud.level_number == 7 && ud.volume_number == 0 )
{
menutext(160,90,0,0,"ENTERING USER MAP");
gametextpal(160,90+10,boardfilename,14,2);
}
else
{
menutext(160,90,0,0,"ENTERING");
menutext(160,90+16+8,0,0,level_names[(ud.volume_number*11) + ud.level_number]);
}
nextpage();
FadeIn (7);
ud.screen_size = i;
}
else
{
clearview(0L);
ps[myconnectindex].palette = palette;
palto(0,0,0,0);
rotatesprite(320<<15,200<<15,65536L,0,LOADSCREEN,0,0,2+8+64,0,0,xdim-1,ydim-1);
menutext(160,105,0,0,"LOADING...");
nextpage();
}
}
void clearfifo(void)
{
syncvaltail = 0L;
syncvaltottail = 0L;
syncstat = 0;
bufferjitter = 1;
mymaxlag = otherminlag = 0;
movefifoplc = movefifosendplc = fakemovefifoplc = 0;
avgfvel = avgsvel = avgavel = avghorz = avgbits = 0;
otherminlag = mymaxlag = 0;
clearbufbyte(myminlag,MAXPLAYERS<<2,0L);
clearbufbyte(&loc,sizeof(input),0L);
clearbufbyte(&sync[0],sizeof(sync),0L);
clearbufbyte(inputfifo,sizeof(input)*MOVEFIFOSIZ*MAXPLAYERS,0L);
clearbuf(movefifoend,MAXPLAYERS,0L);
clearbuf(syncvalhead,MAXPLAYERS,0L);
clearbuf(myminlag,MAXPLAYERS,0L);
// clearbufbyte(playerquitflag,MAXPLAYERS,0x01);
}
void resetmys(void)
{
myx = omyx = ps[myconnectindex].posx;
myy = omyy = ps[myconnectindex].posy;
myz = omyz = ps[myconnectindex].posz;
myxvel = myyvel = myzvel = 0;
myang = omyang = ps[myconnectindex].ang;
myhoriz = omyhoriz = ps[myconnectindex].horiz;
myhorizoff = omyhorizoff = ps[myconnectindex].horizoff;
mycursectnum = ps[myconnectindex].cursectnum;
myjumpingcounter = ps[myconnectindex].jumping_counter;
myjumpingtoggle = ps[myconnectindex].jumping_toggle;
myonground = ps[myconnectindex].on_ground;
myhardlanding = ps[myconnectindex].hard_landing;
myreturntocenter = ps[myconnectindex].return_to_center;
}
void enterlevel(char g)
{
short i;
long l;
char levname[256];
if( (g&MODE_DEMO) != MODE_DEMO ) ud.recstat = ud.m_recstat;
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;
if( (g&MODE_DEMO) == 0 && ud.recstat == 2)
ud.recstat = 0;
FX_StopAllSounds();
clearsoundlocks();
FX_SetReverb(0);
i = ud.screen_size;
ud.screen_size = 0;
dofrontscreens();
vscrn();
ud.screen_size = i;
if (!VOLUMEONE)
{
if( boardfilename[0] != 0 && ud.m_level_number == 7 && ud.m_volume_number == 0 )
{
if ( loadboard( boardfilename,&ps[0].posx, &ps[0].posy, &ps[0].posz, &ps[0].ang,&ps[0].cursectnum ) == -1 )
{
sprintf((char*)tempbuf,"Map %s not found!",boardfilename);
gameexit((char*)tempbuf);
}
}
else if ( loadboard( level_file_names[ (ud.volume_number*11)+ud.level_number],&ps[0].posx, &ps[0].posy, &ps[0].posz, &ps[0].ang,&ps[0].cursectnum ) == -1)
{
sprintf((char*)tempbuf,"Map %s not found!",level_file_names[(ud.volume_number*11)+ud.level_number]);
gameexit((char*)tempbuf);
}
}
else
{
l = strlen(level_file_names[ (ud.volume_number*11)+ud.level_number]);
copybufbyte( level_file_names[ (ud.volume_number*11)+ud.level_number],&levname[0],l);
levname[l] = 255;
levname[l+1] = 0;
if ( loadboard( levname,&ps[0].posx, &ps[0].posy, &ps[0].posz, &ps[0].ang,&ps[0].cursectnum ) == -1)
{
sprintf((char *)tempbuf,"Map %s not found!",level_file_names[(ud.volume_number*11)+ud.level_number]);
gameexit((char *)tempbuf);
}
}
clearbufbyte(gotpic,sizeof(gotpic),0L);
prelevel(g);
allignwarpelevators();
resetpspritevars(g);
cachedebug = 0;
automapping = 0;
if(ud.recstat != 2) MUSIC_StopSong();
cacheit();
docacheit();
if(ud.recstat != 2)
{
music_select = (ud.volume_number*11) + ud.level_number;
playmusic(&music_fn[0][music_select][0]);
}
if( (g&MODE_GAME) || (g&MODE_EOL) )
ps[myconnectindex].gm = MODE_GAME;
else if(g&MODE_RESTART)
{
if(ud.recstat == 2)
ps[myconnectindex].gm = MODE_DEMO;
else ps[myconnectindex].gm = MODE_GAME;
}
if( (ud.recstat == 1) && (g&MODE_RESTART) != MODE_RESTART )
opendemowrite();
if(VOLUMEONE && ud.level_number == 0 && ud.recstat != 2) FTA(40,&ps[myconnectindex]);
for(i=connecthead;i>=0;i=connectpoint2[i])
switch(sector[sprite[ps[i].i].sectnum].floorpicnum)
{
case HURTRAIL:
case FLOORSLIME:
case FLOORPLASMA:
resetweapons(i);
resetinventory(i);
ps[i].gotweapon[PISTOL_WEAPON] = 0;
ps[i].ammo_amount[PISTOL_WEAPON] = 0;
ps[i].curr_weapon = KNEE_WEAPON;
ps[i].kickback_pic = 0;
break;
}
//PREMAP.C - replace near the my's at the end of the file
resetmys();
ps[myconnectindex].palette = palette;
palto(0,0,0,0);
setpal(&ps[myconnectindex]);
flushperms();
everyothertime = 0;
global_random = 0;
ud.last_level = ud.level_number+1;
clearfifo();
for(i=numinterpolations-1;i>=0;i--) bakipos[i] = *curipos[i];
restorepalette = 1;
flushpackets();
waitforeverybody();
palto(0,0,0,0);
vscrn();
clearview(0L);
drawbackground();
clearbufbyte(playerquitflag,MAXPLAYERS,0x01010101);
ps[myconnectindex].over_shoulder_on = 0;
clearfrags();
resettimevars(); // Here we go
}
/*
Duke Nukem V
Layout:
Settings:
Suburbs
Duke inflitrating neighborhoods inf. by aliens
Death Valley:
Sorta like a western. Bull-skulls halb buried in the sand
Military compound: Aliens take over nuke-missle silo, duke
must destroy.
Abondend Aircraft field
Vegas:
Blast anything bright! Alien lights camoflauged.
Alien Drug factory. The Blue Liquid
Mountainal Cave:
Interior cave battles.
Jungle:
Trees, canopee, animals, a mysterious hole in the earth
Penetencury:
Good use of spotlights:
Inventory:
Wood,
Metal,
Torch,
Rope,
Plastique,
Cloth,
Wiring,
Glue,
Cigars,
Food,
Duck Tape,
Nails,
Piping,
Petrol,
Uranium,
Gold,
Prism,
Power Cell,
Hand spikes (Limited usage, they become dull)
Oxygent (Oxygen mixed with stimulant)
Player Skills:
R-Left,R-Right,Foward,Back
Strafe, Jump, Double Flip Jump for distance
Help, Escape
Fire/Use
Use Menu
Programming:
Images: Polys
Actors:
Multi-Object sections for change (head,arms,legs,torsoe,all change)
Facial expressions. Pal lookup per poly?
struct imagetype
{
int *itable; // AngX,AngY,AngZ,Xoff,Yoff,Zoff;
int *idata;
struct imagetype *prev, *next;
}
*/