mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2026-03-20 00:49:47 +01:00
Initial commit
This commit is contained in:
738
doomclassic/doom/p_setup.cpp
Normal file
738
doomclassic/doom/p_setup.cpp
Normal file
@@ -0,0 +1,738 @@
|
||||
/*
|
||||
===========================================================================
|
||||
|
||||
Doom 3 BFG Edition GPL Source Code
|
||||
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||||
|
||||
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||||
|
||||
Doom 3 BFG Edition Source Code 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 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
|
||||
|
||||
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
||||
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "Precompiled.h"
|
||||
#include "globaldata.h"
|
||||
|
||||
|
||||
#include <math.h>
|
||||
|
||||
#include "z_zone.h"
|
||||
|
||||
#include "m_swap.h"
|
||||
#include "m_bbox.h"
|
||||
|
||||
#include "g_game.h"
|
||||
|
||||
#include "i_system.h"
|
||||
#include "w_wad.h"
|
||||
|
||||
#include "doomdef.h"
|
||||
#include "p_local.h"
|
||||
|
||||
#include "s_sound.h"
|
||||
|
||||
#include "doomstat.h"
|
||||
|
||||
|
||||
void P_SpawnMapThing (mapthing_t* mthing);
|
||||
|
||||
|
||||
//
|
||||
// MAP related Lookup tables.
|
||||
// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
|
||||
//
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// BLOCKMAP
|
||||
// Created from axis aligned bounding box
|
||||
// of the map, a rectangular array of
|
||||
// blocks of size ...
|
||||
// Used to speed up collision detection
|
||||
// by spatial subdivision in 2D.
|
||||
//
|
||||
// Blockmap size.
|
||||
// offsets in ::g->blockmap are from here
|
||||
// origin of block map
|
||||
// for thing chains
|
||||
|
||||
|
||||
// REJECT
|
||||
// For fast sight rejection.
|
||||
// Speeds up enemy AI by skipping detailed
|
||||
// LineOf Sight calculation.
|
||||
// Without special effect, this could be
|
||||
// used as a PVS lookup as well.
|
||||
//
|
||||
|
||||
|
||||
// Maintain single and multi player starting spots.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
// P_LoadVertexes
|
||||
//
|
||||
void P_LoadVertexes (int lump)
|
||||
{
|
||||
byte* data;
|
||||
int i;
|
||||
mapvertex_t* ml;
|
||||
vertex_t* li;
|
||||
|
||||
// Determine number of lumps:
|
||||
// total lump length / vertex record length.
|
||||
::g->numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t);
|
||||
|
||||
// Allocate zone memory for buffer.
|
||||
// ::g->vertexes = (vertex_t*)Z_Malloc (::g->numvertexes*sizeof(vertex_t),PU_LEVEL,0);
|
||||
if (MallocForLump( lump, ::g->numvertexes*sizeof(vertex_t ), ::g->vertexes, PU_LEVEL_SHARED ))
|
||||
{
|
||||
// Load data into cache.
|
||||
data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
|
||||
|
||||
ml = (mapvertex_t *)data;
|
||||
li = ::g->vertexes;
|
||||
|
||||
// Copy and convert vertex coordinates,
|
||||
// internal representation as fixed.
|
||||
for (i=0 ; i < ::g->numvertexes ; i++, li++, ml++)
|
||||
{
|
||||
li->x = SHORT(ml->x)<<FRACBITS;
|
||||
li->y = SHORT(ml->y)<<FRACBITS;
|
||||
}
|
||||
|
||||
// Free buffer memory.
|
||||
Z_Free(data);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// P_LoadSegs
|
||||
//
|
||||
void P_LoadSegs (int lump)
|
||||
{
|
||||
byte* data;
|
||||
int i;
|
||||
mapseg_t* ml;
|
||||
seg_t* li;
|
||||
line_t* ldef;
|
||||
int psetup_linedef;
|
||||
int side;
|
||||
|
||||
::g->numsegs = W_LumpLength (lump) / sizeof(mapseg_t);
|
||||
// ::g->segs = (seg_t*)Z_Malloc (::g->numsegs*sizeof(seg_t),PU_LEVEL,0);
|
||||
|
||||
if (MallocForLump( lump, ::g->numsegs*sizeof(seg_t), ::g->segs, PU_LEVEL_SHARED ))
|
||||
{
|
||||
memset (::g->segs, 0, ::g->numsegs*sizeof(seg_t));
|
||||
data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
|
||||
|
||||
ml = (mapseg_t *)data;
|
||||
li = ::g->segs;
|
||||
for (i=0 ; i < ::g->numsegs ; i++, li++, ml++)
|
||||
{
|
||||
li->v1 = &::g->vertexes[SHORT(ml->v1)];
|
||||
li->v2 = &::g->vertexes[SHORT(ml->v2)];
|
||||
|
||||
li->angle = (SHORT(ml->angle))<<16;
|
||||
li->offset = (SHORT(ml->offset))<<16;
|
||||
psetup_linedef = SHORT(ml->linedef);
|
||||
ldef = &::g->lines[psetup_linedef];
|
||||
li->linedef = ldef;
|
||||
side = SHORT(ml->side);
|
||||
li->sidedef = &::g->sides[ldef->sidenum[side]];
|
||||
li->frontsector = ::g->sides[ldef->sidenum[side]].sector;
|
||||
if (ldef-> flags & ML_TWOSIDED)
|
||||
li->backsector = ::g->sides[ldef->sidenum[side^1]].sector;
|
||||
else
|
||||
li->backsector = 0;
|
||||
}
|
||||
|
||||
Z_Free(data);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// P_LoadSubsectors
|
||||
//
|
||||
void P_LoadSubsectors (int lump)
|
||||
{
|
||||
byte* data;
|
||||
int i;
|
||||
mapsubsector_t* ms;
|
||||
subsector_t* ss;
|
||||
|
||||
::g->numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t);
|
||||
|
||||
if (MallocForLump( lump, ::g->numsubsectors*sizeof(subsector_t), ::g->subsectors, PU_LEVEL_SHARED ))
|
||||
{
|
||||
data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
|
||||
|
||||
ms = (mapsubsector_t *)data;
|
||||
memset (::g->subsectors,0, ::g->numsubsectors*sizeof(subsector_t));
|
||||
ss = ::g->subsectors;
|
||||
|
||||
for (i=0 ; i < ::g->numsubsectors ; i++, ss++, ms++)
|
||||
{
|
||||
ss->numlines = SHORT(ms->numsegs);
|
||||
ss->firstline = SHORT(ms->firstseg);
|
||||
}
|
||||
|
||||
Z_Free(data);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// P_LoadSectors
|
||||
//
|
||||
void P_LoadSectors (int lump)
|
||||
{
|
||||
byte* data;
|
||||
int i;
|
||||
mapsector_t* ms;
|
||||
sector_t* ss;
|
||||
|
||||
::g->numsectors = W_LumpLength (lump) / sizeof(mapsector_t);
|
||||
|
||||
::g->sectors = (sector_t*)Z_Malloc( ::g->numsectors*sizeof(sector_t), PU_LEVEL, NULL );
|
||||
memset (::g->sectors, 0, ::g->numsectors*sizeof(sector_t));
|
||||
data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
|
||||
|
||||
ms = (mapsector_t *)data;
|
||||
ss = ::g->sectors;
|
||||
for (i=0 ; i < ::g->numsectors ; i++, ss++, ms++)
|
||||
{
|
||||
ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
|
||||
ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
|
||||
ss->floorpic = R_FlatNumForName(ms->floorpic);
|
||||
ss->ceilingpic = R_FlatNumForName(ms->ceilingpic);
|
||||
ss->lightlevel = SHORT(ms->lightlevel);
|
||||
ss->special = SHORT(ms->special);
|
||||
ss->tag = SHORT(ms->tag);
|
||||
ss->thinglist = NULL;
|
||||
}
|
||||
|
||||
Z_Free(data);
|
||||
|
||||
/*
|
||||
if (MallocForLump( lump, ::g->numsectors*sizeof(sector_t), (void**)&::g->sectors, PU_LEVEL_SHARED ))
|
||||
{
|
||||
memset (::g->sectors, 0, ::g->numsectors*sizeof(sector_t));
|
||||
data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
|
||||
|
||||
ms = (mapsector_t *)data;
|
||||
ss = ::g->sectors;
|
||||
for (i=0 ; i < ::g->numsectors ; i++, ss++, ms++)
|
||||
{
|
||||
ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
|
||||
ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
|
||||
ss->floorpic = R_FlatNumForName(ms->floorpic);
|
||||
ss->ceilingpic = R_FlatNumForName(ms->ceilingpic);
|
||||
ss->lightlevel = SHORT(ms->lightlevel);
|
||||
ss->special = SHORT(ms->special);
|
||||
ss->tag = SHORT(ms->tag);
|
||||
ss->thinglist = NULL;
|
||||
}
|
||||
|
||||
DoomLib::Z_Free(data);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// P_LoadNodes
|
||||
//
|
||||
void P_LoadNodes (int lump)
|
||||
{
|
||||
byte* data;
|
||||
int i;
|
||||
int j;
|
||||
int k;
|
||||
mapnode_t* mn;
|
||||
node_t* no;
|
||||
|
||||
::g->numnodes = W_LumpLength (lump) / sizeof(mapnode_t);
|
||||
if (MallocForLump( lump, ::g->numnodes*sizeof(node_t), ::g->nodes, PU_LEVEL_SHARED ))
|
||||
{
|
||||
data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
|
||||
|
||||
mn = (mapnode_t *)data;
|
||||
no = ::g->nodes;
|
||||
|
||||
for (i=0 ; i < ::g->numnodes ; i++, no++, mn++)
|
||||
{
|
||||
no->x = SHORT(mn->x)<<FRACBITS;
|
||||
no->y = SHORT(mn->y)<<FRACBITS;
|
||||
no->dx = SHORT(mn->dx)<<FRACBITS;
|
||||
no->dy = SHORT(mn->dy)<<FRACBITS;
|
||||
for (j=0 ; j<2 ; j++)
|
||||
{
|
||||
no->children[j] = SHORT(mn->children[j]);
|
||||
for (k=0 ; k<4 ; k++)
|
||||
no->bbox[j][k] = SHORT(mn->bbox[j][k])<<FRACBITS;
|
||||
}
|
||||
}
|
||||
|
||||
Z_Free(data);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// P_LoadThings
|
||||
//
|
||||
void P_LoadThings (int lump)
|
||||
{
|
||||
byte* data;
|
||||
int i;
|
||||
mapthing_t* mt;
|
||||
int numthings;
|
||||
qboolean spawn;
|
||||
|
||||
data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
|
||||
numthings = (W_LumpLength (lump) / sizeof(mapthing_t));
|
||||
|
||||
mt = (mapthing_t *)data;
|
||||
for (i=0 ; i<numthings ; i++, mt++)
|
||||
{
|
||||
spawn = true;
|
||||
|
||||
// Do not spawn cool, new monsters if !commercial
|
||||
if ( ::g->gamemode != commercial)
|
||||
{
|
||||
switch(mt->type)
|
||||
{
|
||||
case 68: // Arachnotron
|
||||
case 64: // Archvile
|
||||
case 88: // Boss Brain
|
||||
case 89: // Boss Shooter
|
||||
case 69: // Hell Knight
|
||||
case 67: // Mancubus
|
||||
case 71: // Pain Elemental
|
||||
case 65: // Former Human Commando
|
||||
case 66: // Revenant
|
||||
case 84: // Wolf SS
|
||||
spawn = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (spawn == false)
|
||||
break;
|
||||
|
||||
// Do spawn all other stuff.
|
||||
mt->x = SHORT(mt->x);
|
||||
mt->y = SHORT(mt->y);
|
||||
mt->angle = SHORT(mt->angle);
|
||||
mt->type = SHORT(mt->type);
|
||||
mt->options = SHORT(mt->options);
|
||||
|
||||
P_SpawnMapThing (mt);
|
||||
}
|
||||
|
||||
Z_Free(data);
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// P_LoadLineDefs
|
||||
// Also counts secret ::g->lines for intermissions.
|
||||
//
|
||||
void P_LoadLineDefs (int lump)
|
||||
{
|
||||
byte* data;
|
||||
int i;
|
||||
maplinedef_t* mld;
|
||||
line_t* ld;
|
||||
vertex_t* v1;
|
||||
vertex_t* v2;
|
||||
|
||||
::g->numlines = W_LumpLength (lump) / sizeof(maplinedef_t);
|
||||
if (MallocForLump( lump, ::g->numlines*sizeof(line_t), ::g->lines, PU_LEVEL_SHARED ))
|
||||
{
|
||||
memset (::g->lines, 0, ::g->numlines*sizeof(line_t));
|
||||
data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
|
||||
|
||||
mld = (maplinedef_t *)data;
|
||||
ld = ::g->lines;
|
||||
for (i=0 ; i < ::g->numlines ; i++, mld++, ld++)
|
||||
{
|
||||
ld->flags = SHORT(mld->flags);
|
||||
ld->special = SHORT(mld->special);
|
||||
ld->tag = SHORT(mld->tag);
|
||||
v1 = ld->v1 = &::g->vertexes[SHORT(mld->v1)];
|
||||
v2 = ld->v2 = &::g->vertexes[SHORT(mld->v2)];
|
||||
ld->dx = v2->x - v1->x;
|
||||
ld->dy = v2->y - v1->y;
|
||||
|
||||
if (!ld->dx)
|
||||
ld->slopetype = ST_VERTICAL;
|
||||
else if (!ld->dy)
|
||||
ld->slopetype = ST_HORIZONTAL;
|
||||
else
|
||||
{
|
||||
if (FixedDiv (ld->dy , ld->dx) > 0)
|
||||
ld->slopetype = ST_POSITIVE;
|
||||
else
|
||||
ld->slopetype = ST_NEGATIVE;
|
||||
}
|
||||
|
||||
if (v1->x < v2->x)
|
||||
{
|
||||
ld->bbox[BOXLEFT] = v1->x;
|
||||
ld->bbox[BOXRIGHT] = v2->x;
|
||||
}
|
||||
else
|
||||
{
|
||||
ld->bbox[BOXLEFT] = v2->x;
|
||||
ld->bbox[BOXRIGHT] = v1->x;
|
||||
}
|
||||
|
||||
if (v1->y < v2->y)
|
||||
{
|
||||
ld->bbox[BOXBOTTOM] = v1->y;
|
||||
ld->bbox[BOXTOP] = v2->y;
|
||||
}
|
||||
else
|
||||
{
|
||||
ld->bbox[BOXBOTTOM] = v2->y;
|
||||
ld->bbox[BOXTOP] = v1->y;
|
||||
}
|
||||
|
||||
ld->sidenum[0] = SHORT(mld->sidenum[0]);
|
||||
ld->sidenum[1] = SHORT(mld->sidenum[1]);
|
||||
|
||||
if (ld->sidenum[0] != -1)
|
||||
ld->frontsector = ::g->sides[ld->sidenum[0]].sector;
|
||||
else
|
||||
ld->frontsector = 0;
|
||||
|
||||
if (ld->sidenum[1] != -1)
|
||||
ld->backsector = ::g->sides[ld->sidenum[1]].sector;
|
||||
else
|
||||
ld->backsector = 0;
|
||||
}
|
||||
|
||||
Z_Free(data);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// P_LoadSideDefs
|
||||
//
|
||||
void P_LoadSideDefs (int lump)
|
||||
{
|
||||
byte* data;
|
||||
int i;
|
||||
mapsidedef_t* msd;
|
||||
side_t* sd;
|
||||
|
||||
::g->numsides = W_LumpLength (lump) / sizeof(mapsidedef_t);
|
||||
if (MallocForLump( lump, ::g->numsides*sizeof(side_t), ::g->sides, PU_LEVEL_SHARED))
|
||||
{
|
||||
memset (::g->sides, 0, ::g->numsides*sizeof(side_t));
|
||||
data = (byte*)W_CacheLumpNum (lump,PU_CACHE_SHARED); // ALAN: LOADTIME
|
||||
|
||||
msd = (mapsidedef_t *)data;
|
||||
sd = ::g->sides;
|
||||
for (i=0 ; i < ::g->numsides ; i++, msd++, sd++)
|
||||
{
|
||||
sd->textureoffset = SHORT(msd->textureoffset)<<FRACBITS;
|
||||
sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
|
||||
sd->toptexture = R_TextureNumForName(msd->toptexture);
|
||||
sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
|
||||
sd->midtexture = R_TextureNumForName(msd->midtexture);
|
||||
sd->sector = &::g->sectors[SHORT(msd->sector)];
|
||||
}
|
||||
|
||||
Z_Free(data);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// P_LoadBlockMap
|
||||
//
|
||||
void P_LoadBlockMap (int lump)
|
||||
{
|
||||
int i;
|
||||
int count;
|
||||
|
||||
bool firstTime = false;
|
||||
if (!lumpcache[lump]) { // SMF - solution for double endian conversion issue
|
||||
firstTime = true;
|
||||
}
|
||||
|
||||
::g->blockmaplump = (short*)W_CacheLumpNum (lump,PU_LEVEL_SHARED); // ALAN: This is initialized somewhere else as shared...
|
||||
::g->blockmap = ::g->blockmaplump+4;
|
||||
count = W_LumpLength (lump)/2;
|
||||
|
||||
if ( firstTime ) { // SMF
|
||||
for (i=0 ; i<count ; i++)
|
||||
::g->blockmaplump[i] = SHORT(::g->blockmaplump[i]);
|
||||
}
|
||||
|
||||
::g->bmaporgx = ( ::g->blockmaplump[0] )<<FRACBITS;
|
||||
::g->bmaporgy = ( ::g->blockmaplump[1] )<<FRACBITS;
|
||||
::g->bmapwidth = ( ::g->blockmaplump[2] );
|
||||
::g->bmapheight = ( ::g->blockmaplump[3] );
|
||||
|
||||
// clear out mobj chains
|
||||
count = sizeof(*::g->blocklinks)* ::g->bmapwidth*::g->bmapheight;
|
||||
::g->blocklinks = (mobj_t**)Z_Malloc (count,PU_LEVEL, 0);
|
||||
memset (::g->blocklinks, 0, count);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// P_GroupLines
|
||||
// Builds sector line lists and subsector sector numbers.
|
||||
// Finds block bounding boxes for ::g->sectors.
|
||||
//
|
||||
void P_GroupLines (void)
|
||||
{
|
||||
line_t** linebuffer;
|
||||
int i;
|
||||
int j;
|
||||
int total;
|
||||
line_t* li;
|
||||
sector_t* sector;
|
||||
subsector_t* ss;
|
||||
seg_t* seg;
|
||||
fixed_t bbox[4];
|
||||
int block;
|
||||
|
||||
|
||||
// look up sector number for each subsector
|
||||
ss = ::g->subsectors;
|
||||
for (i=0 ; i < ::g->numsubsectors ; i++, ss++)
|
||||
{
|
||||
seg = &::g->segs[ss->firstline];
|
||||
ss->sector = seg->sidedef->sector;
|
||||
}
|
||||
|
||||
// count number of ::g->lines in each sector
|
||||
li = ::g->lines;
|
||||
total = 0;
|
||||
for (i=0 ; i < ::g->numlines ; i++, li++)
|
||||
{
|
||||
total++;
|
||||
li->frontsector->linecount++;
|
||||
|
||||
if (li->backsector && li->backsector != li->frontsector)
|
||||
{
|
||||
li->backsector->linecount++;
|
||||
total++;
|
||||
}
|
||||
}
|
||||
|
||||
// build line tables for each sector
|
||||
linebuffer = (line_t**)Z_Malloc (total*4, PU_LEVEL, 0);
|
||||
sector = ::g->sectors;
|
||||
for (i=0 ; i < ::g->numsectors ; i++, sector++)
|
||||
{
|
||||
M_ClearBox (bbox);
|
||||
sector->lines = linebuffer;
|
||||
li = ::g->lines;
|
||||
for (j=0 ; j < ::g->numlines ; j++, li++)
|
||||
{
|
||||
if (li->frontsector == sector || li->backsector == sector)
|
||||
{
|
||||
*linebuffer++ = li;
|
||||
M_AddToBox (bbox, li->v1->x, li->v1->y);
|
||||
M_AddToBox (bbox, li->v2->x, li->v2->y);
|
||||
}
|
||||
}
|
||||
if (linebuffer - sector->lines != sector->linecount)
|
||||
I_Error ("P_GroupLines: miscounted");
|
||||
|
||||
// set the degenmobj_t to the middle of the bounding box
|
||||
sector->soundorg.x = (bbox[BOXRIGHT]+bbox[BOXLEFT])/2;
|
||||
sector->soundorg.y = (bbox[BOXTOP]+bbox[BOXBOTTOM])/2;
|
||||
|
||||
// adjust bounding box to map blocks
|
||||
block = (bbox[BOXTOP]-::g->bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
block = block >= ::g->bmapheight ? ::g->bmapheight-1 : block;
|
||||
sector->blockbox[BOXTOP]=block;
|
||||
|
||||
block = (bbox[BOXBOTTOM]-::g->bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
block = block < 0 ? 0 : block;
|
||||
sector->blockbox[BOXBOTTOM]=block;
|
||||
|
||||
block = (bbox[BOXRIGHT]-::g->bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
block = block >= ::g->bmapwidth ? ::g->bmapwidth-1 : block;
|
||||
sector->blockbox[BOXRIGHT]=block;
|
||||
|
||||
block = (bbox[BOXLEFT]-::g->bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
block = block < 0 ? 0 : block;
|
||||
sector->blockbox[BOXLEFT]=block;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// P_SetupLevel
|
||||
//
|
||||
void
|
||||
P_SetupLevel
|
||||
( int episode,
|
||||
int map,
|
||||
int playermask,
|
||||
skill_t skill)
|
||||
{
|
||||
int i;
|
||||
char lumpname[9];
|
||||
int lumpnum;
|
||||
|
||||
::g->totalkills = ::g->totalitems = ::g->totalsecret = ::g->wminfo.maxfrags = 0;
|
||||
::g->wminfo.partime = 180;
|
||||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||||
{
|
||||
::g->players[i].killcount = ::g->players[i].secretcount
|
||||
= ::g->players[i].itemcount = 0;
|
||||
|
||||
::g->players[i].chainsawKills = 0;
|
||||
::g->players[i].berserkKills = 0;
|
||||
}
|
||||
|
||||
// Initial height of PointOfView
|
||||
// will be set by player think.
|
||||
::g->players[::g->consoleplayer].viewz = 1;
|
||||
|
||||
// Make sure all sounds are stopped before Z_FreeTags.
|
||||
S_Start ();
|
||||
|
||||
Z_FreeTags( PU_LEVEL, PU_PURGELEVEL-1 );
|
||||
|
||||
// UNUSED W_Profile ();
|
||||
P_InitThinkers ();
|
||||
|
||||
// if working with a devlopment map, reload it
|
||||
// W_Reload ();
|
||||
|
||||
// DHM - NERVE :: Update the cached asset pointers in case the wad files were reloaded
|
||||
{
|
||||
void ST_loadData(void);
|
||||
ST_loadData();
|
||||
|
||||
void HU_Init(void);
|
||||
HU_Init();
|
||||
}
|
||||
|
||||
// find map name
|
||||
if ( ::g->gamemode == commercial)
|
||||
{
|
||||
if (map<10)
|
||||
sprintf (lumpname,"map0%i", map);
|
||||
else
|
||||
sprintf (lumpname,"map%i", map);
|
||||
}
|
||||
else
|
||||
{
|
||||
lumpname[0] = 'E';
|
||||
lumpname[1] = '0' + episode;
|
||||
lumpname[2] = 'M';
|
||||
lumpname[3] = '0' + map;
|
||||
lumpname[4] = 0;
|
||||
}
|
||||
|
||||
lumpnum = W_GetNumForName (lumpname);
|
||||
|
||||
::g->leveltime = 0;
|
||||
|
||||
// note: most of this ordering is important
|
||||
P_LoadBlockMap (lumpnum+ML_BLOCKMAP);
|
||||
P_LoadVertexes (lumpnum+ML_VERTEXES);
|
||||
P_LoadSectors (lumpnum+ML_SECTORS);
|
||||
P_LoadSideDefs (lumpnum+ML_SIDEDEFS);
|
||||
|
||||
P_LoadLineDefs (lumpnum+ML_LINEDEFS);
|
||||
P_LoadSubsectors (lumpnum+ML_SSECTORS);
|
||||
P_LoadNodes (lumpnum+ML_NODES);
|
||||
P_LoadSegs (lumpnum+ML_SEGS);
|
||||
|
||||
::g->rejectmatrix = (byte*)W_CacheLumpNum (lumpnum+ML_REJECT,PU_LEVEL);
|
||||
|
||||
P_GroupLines ();
|
||||
|
||||
::g->bodyqueslot = 0;
|
||||
::g->deathmatch_p = ::g->deathmatchstarts;
|
||||
P_LoadThings (lumpnum+ML_THINGS);
|
||||
|
||||
// if ::g->deathmatch, randomly spawn the active ::g->players
|
||||
if (::g->deathmatch)
|
||||
{
|
||||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||||
if (::g->playeringame[i])
|
||||
{
|
||||
// DHM - Nerve :: In deathmatch, reset every player at match start
|
||||
::g->players[i].playerstate = PST_REBORN;
|
||||
|
||||
::g->players[i].mo = NULL;
|
||||
G_DeathMatchSpawnPlayer (i);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// clear special respawning que
|
||||
::g->iquehead = ::g->iquetail = 0;
|
||||
|
||||
// set up world state
|
||||
P_SpawnSpecials ();
|
||||
|
||||
// build subsector connect matrix
|
||||
// UNUSED P_ConnectSubsectors ();
|
||||
|
||||
// preload graphics
|
||||
if (::g->precache)
|
||||
R_PrecacheLevel ();
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// P_Init
|
||||
//
|
||||
void P_Init (void)
|
||||
{
|
||||
P_InitSwitchList ();
|
||||
P_InitPicAnims ();
|
||||
R_InitSprites (sprnames);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user