mirror of https://gitlab.com/nakst/essence
827 lines
18 KiB
C
827 lines
18 KiB
C
//
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// Copyright(C) 1993-1996 Id Software, Inc.
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// Copyright(C) 2005-2014 Simon Howard
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// DESCRIPTION:
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// Do all the WAD I/O, get map description,
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// set up initial state and misc. LUTs.
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//
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#include "essence/include.h"
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#include "z_zone.h"
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#include "i_swap.h"
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#include "m_argv.h"
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#include "m_bbox.h"
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#include "g_game.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "doomstat.h"
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void P_SpawnMapThing(mapthing_t* mthing);
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//
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// MAP related Lookup tables.
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// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
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//
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int numvertexes;
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vertex_t* vertexes;
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int numsegs;
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seg_t* segs;
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int numsectors;
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sector_t* sectors;
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int numsubsectors;
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subsector_t* subsectors;
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int numnodes;
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node_t* nodes;
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int numlines;
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line_t* lines;
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int numsides;
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side_t* sides;
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static int totallines;
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// BLOCKMAP
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// Created from axis aligned bounding box
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// of the map, a rectangular array of
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// blocks of size ...
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// Used to speed up collision detection
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// by spatial subdivision in 2D.
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//
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// Blockmap size.
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int bmapwidth;
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int bmapheight; // size in mapblocks
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short* blockmap; // int for larger maps
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// offsets in blockmap are from here
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short* blockmaplump;
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// origin of block map
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fixed_t bmaporgx;
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fixed_t bmaporgy;
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// for thing chains
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mobj_t** blocklinks;
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// REJECT
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// For fast sight rejection.
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// Speeds up enemy AI by skipping detailed
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// LineOf Sight calculation.
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// Without special effect, this could be
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// used as a PVS lookup as well.
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//
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byte* rejectmatrix;
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// Maintain single and multi player starting spots.
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#define MAX_DEATHMATCH_STARTS 10
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mapthing_t deathmatchstarts[MAX_DEATHMATCH_STARTS];
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mapthing_t* deathmatch_p;
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mapthing_t playerstarts[MAXPLAYERS];
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//
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// P_LoadVertexes
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//
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void P_LoadVertexes (int lump)
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{
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byte* data;
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int i;
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mapvertex_t* ml;
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vertex_t* li;
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// Determine number of lumps:
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// total lump length / vertex record length.
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numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t);
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// Allocate zone memory for buffer.
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vertexes = Z_Malloc (numvertexes*sizeof(vertex_t),PU_LEVEL,0);
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// Load data into cache.
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data = W_CacheLumpNum (lump, PU_STATIC);
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ml = (mapvertex_t *)data;
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li = vertexes;
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// Copy and convert vertex coordinates,
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// internal representation as fixed.
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for (i=0 ; i<numvertexes ; i++, li++, ml++)
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{
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li->x = SHORT(ml->x)<<FRACBITS;
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li->y = SHORT(ml->y)<<FRACBITS;
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}
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// Free buffer memory.
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W_ReleaseLumpNum(lump);
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}
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//
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// GetSectorAtNullAddress
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//
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sector_t* GetSectorAtNullAddress(void)
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{
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static boolean null_sector_is_initialized = false;
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static sector_t null_sector;
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if (!null_sector_is_initialized)
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{
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ES_memset(&null_sector, 0, sizeof(null_sector));
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I_GetMemoryValue(0, &null_sector.floorheight, 4);
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I_GetMemoryValue(4, &null_sector.ceilingheight, 4);
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null_sector_is_initialized = true;
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}
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return &null_sector;
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}
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//
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// P_LoadSegs
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//
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void P_LoadSegs (int lump)
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{
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byte* data;
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int i;
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mapseg_t* ml;
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seg_t* li;
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line_t* ldef;
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int linedef;
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int side;
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int sidenum;
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numsegs = W_LumpLength (lump) / sizeof(mapseg_t);
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segs = Z_Malloc (numsegs*sizeof(seg_t),PU_LEVEL,0);
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ES_memset (segs, 0, numsegs*sizeof(seg_t));
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data = W_CacheLumpNum (lump,PU_STATIC);
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ml = (mapseg_t *)data;
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li = segs;
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for (i=0 ; i<numsegs ; i++, li++, ml++)
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{
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li->v1 = &vertexes[SHORT(ml->v1)];
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li->v2 = &vertexes[SHORT(ml->v2)];
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li->angle = (SHORT(ml->angle))<<16;
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li->offset = (SHORT(ml->offset))<<16;
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linedef = SHORT(ml->linedef);
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ldef = &lines[linedef];
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li->linedef = ldef;
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side = SHORT(ml->side);
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li->sidedef = &sides[ldef->sidenum[side]];
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li->frontsector = sides[ldef->sidenum[side]].sector;
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if (ldef-> flags & ML_TWOSIDED)
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{
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sidenum = ldef->sidenum[side ^ 1];
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// If the sidenum is out of range, this may be a "glass hack"
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// impassible window. Point at side #0 (this may not be
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// the correct Vanilla behavior; however, it seems to work for
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// OTTAWAU.WAD, which is the one place I've seen this trick
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// used).
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if (sidenum < 0 || sidenum >= numsides)
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{
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li->backsector = GetSectorAtNullAddress();
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}
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else
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{
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li->backsector = sides[sidenum].sector;
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}
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}
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else
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{
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li->backsector = 0;
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}
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}
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W_ReleaseLumpNum(lump);
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}
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//
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// P_LoadSubsectors
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//
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void P_LoadSubsectors (int lump)
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{
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byte* data;
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int i;
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mapsubsector_t* ms;
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subsector_t* ss;
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numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t);
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subsectors = Z_Malloc (numsubsectors*sizeof(subsector_t),PU_LEVEL,0);
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data = W_CacheLumpNum (lump,PU_STATIC);
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ms = (mapsubsector_t *)data;
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ES_memset (subsectors,0, numsubsectors*sizeof(subsector_t));
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ss = subsectors;
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for (i=0 ; i<numsubsectors ; i++, ss++, ms++)
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{
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ss->numlines = SHORT(ms->numsegs);
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ss->firstline = SHORT(ms->firstseg);
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}
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W_ReleaseLumpNum(lump);
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}
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//
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// P_LoadSectors
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//
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void P_LoadSectors (int lump)
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{
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byte* data;
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int i;
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mapsector_t* ms;
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sector_t* ss;
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numsectors = W_LumpLength (lump) / sizeof(mapsector_t);
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sectors = Z_Malloc (numsectors*sizeof(sector_t),PU_LEVEL,0);
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ES_memset (sectors, 0, numsectors*sizeof(sector_t));
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data = W_CacheLumpNum (lump,PU_STATIC);
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ms = (mapsector_t *)data;
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ss = sectors;
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for (i=0 ; i<numsectors ; i++, ss++, ms++)
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{
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ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
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ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
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ss->floorpic = R_FlatNumForName(ms->floorpic);
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ss->ceilingpic = R_FlatNumForName(ms->ceilingpic);
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ss->lightlevel = SHORT(ms->lightlevel);
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ss->special = SHORT(ms->special);
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ss->tag = SHORT(ms->tag);
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ss->thinglist = NULL;
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}
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W_ReleaseLumpNum(lump);
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}
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//
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// P_LoadNodes
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//
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void P_LoadNodes (int lump)
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{
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byte* data;
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int i;
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int j;
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int k;
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mapnode_t* mn;
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node_t* no;
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numnodes = W_LumpLength (lump) / sizeof(mapnode_t);
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nodes = Z_Malloc (numnodes*sizeof(node_t),PU_LEVEL,0);
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data = W_CacheLumpNum (lump,PU_STATIC);
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mn = (mapnode_t *)data;
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no = nodes;
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for (i=0 ; i<numnodes ; i++, no++, mn++)
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{
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no->x = SHORT(mn->x)<<FRACBITS;
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no->y = SHORT(mn->y)<<FRACBITS;
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no->dx = SHORT(mn->dx)<<FRACBITS;
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no->dy = SHORT(mn->dy)<<FRACBITS;
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for (j=0 ; j<2 ; j++)
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{
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no->children[j] = SHORT(mn->children[j]);
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for (k=0 ; k<4 ; k++)
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no->bbox[j][k] = SHORT(mn->bbox[j][k])<<FRACBITS;
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}
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}
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W_ReleaseLumpNum(lump);
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}
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//
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// P_LoadThings
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//
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void P_LoadThings (int lump)
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{
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byte *data;
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int i;
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mapthing_t *mt;
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mapthing_t spawnthing;
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int numthings;
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boolean spawn;
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data = W_CacheLumpNum (lump,PU_STATIC);
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numthings = W_LumpLength (lump) / sizeof(mapthing_t);
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mt = (mapthing_t *)data;
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for (i=0 ; i<numthings ; i++, mt++)
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{
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spawn = true;
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// Do not spawn cool, new monsters if !commercial
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if (gamemode != commercial)
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{
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switch (SHORT(mt->type))
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{
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case 68: // Arachnotron
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case 64: // Archvile
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case 88: // Boss Brain
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case 89: // Boss Shooter
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case 69: // Hell Knight
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case 67: // Mancubus
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case 71: // Pain Elemental
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case 65: // Former Human Commando
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case 66: // Revenant
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case 84: // Wolf SS
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spawn = false;
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break;
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}
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}
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if (spawn == false)
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break;
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// Do spawn all other stuff.
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spawnthing.x = SHORT(mt->x);
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spawnthing.y = SHORT(mt->y);
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spawnthing.angle = SHORT(mt->angle);
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spawnthing.type = SHORT(mt->type);
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spawnthing.options = SHORT(mt->options);
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P_SpawnMapThing(&spawnthing);
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}
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W_ReleaseLumpNum(lump);
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}
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//
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// P_LoadLineDefs
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// Also counts secret lines for intermissions.
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//
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void P_LoadLineDefs (int lump)
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{
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byte* data;
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int i;
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maplinedef_t* mld;
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line_t* ld;
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vertex_t* v1;
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vertex_t* v2;
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numlines = W_LumpLength (lump) / sizeof(maplinedef_t);
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lines = Z_Malloc (numlines*sizeof(line_t),PU_LEVEL,0);
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ES_memset (lines, 0, numlines*sizeof(line_t));
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data = W_CacheLumpNum (lump,PU_STATIC);
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mld = (maplinedef_t *)data;
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ld = lines;
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for (i=0 ; i<numlines ; i++, mld++, ld++)
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{
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ld->flags = SHORT(mld->flags);
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ld->special = SHORT(mld->special);
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ld->tag = SHORT(mld->tag);
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v1 = ld->v1 = &vertexes[SHORT(mld->v1)];
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v2 = ld->v2 = &vertexes[SHORT(mld->v2)];
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ld->dx = v2->x - v1->x;
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ld->dy = v2->y - v1->y;
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if (!ld->dx)
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ld->slopetype = ST_VERTICAL;
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else if (!ld->dy)
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ld->slopetype = ST_HORIZONTAL;
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else
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{
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if (FixedDiv (ld->dy , ld->dx) > 0)
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ld->slopetype = ST_POSITIVE;
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else
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ld->slopetype = ST_NEGATIVE;
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}
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if (v1->x < v2->x)
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{
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ld->bbox[BOXLEFT] = v1->x;
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ld->bbox[BOXRIGHT] = v2->x;
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}
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else
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{
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ld->bbox[BOXLEFT] = v2->x;
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ld->bbox[BOXRIGHT] = v1->x;
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}
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if (v1->y < v2->y)
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{
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ld->bbox[BOXBOTTOM] = v1->y;
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ld->bbox[BOXTOP] = v2->y;
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}
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else
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{
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ld->bbox[BOXBOTTOM] = v2->y;
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ld->bbox[BOXTOP] = v1->y;
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}
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ld->sidenum[0] = SHORT(mld->sidenum[0]);
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ld->sidenum[1] = SHORT(mld->sidenum[1]);
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if (ld->sidenum[0] != -1)
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ld->frontsector = sides[ld->sidenum[0]].sector;
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else
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ld->frontsector = 0;
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if (ld->sidenum[1] != -1)
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ld->backsector = sides[ld->sidenum[1]].sector;
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else
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ld->backsector = 0;
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}
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W_ReleaseLumpNum(lump);
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}
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//
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// P_LoadSideDefs
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//
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void P_LoadSideDefs (int lump)
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{
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byte* data;
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int i;
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mapsidedef_t* msd;
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side_t* sd;
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numsides = W_LumpLength (lump) / sizeof(mapsidedef_t);
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sides = Z_Malloc (numsides*sizeof(side_t),PU_LEVEL,0);
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ES_memset (sides, 0, numsides*sizeof(side_t));
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data = W_CacheLumpNum (lump,PU_STATIC);
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msd = (mapsidedef_t *)data;
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sd = sides;
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for (i=0 ; i<numsides ; i++, msd++, sd++)
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{
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sd->textureoffset = SHORT(msd->textureoffset)<<FRACBITS;
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sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
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sd->toptexture = R_TextureNumForName(msd->toptexture);
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sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
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sd->midtexture = R_TextureNumForName(msd->midtexture);
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sd->sector = §ors[SHORT(msd->sector)];
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}
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W_ReleaseLumpNum(lump);
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}
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//
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// P_LoadBlockMap
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//
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void P_LoadBlockMap (int lump)
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{
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int i;
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int count;
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int lumplen;
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lumplen = W_LumpLength(lump);
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count = lumplen / 2;
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blockmaplump = Z_Malloc(lumplen, PU_LEVEL, NULL);
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W_ReadLump(lump, blockmaplump);
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blockmap = blockmaplump + 4;
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// Swap all short integers to native byte ordering.
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for (i=0; i<count; i++)
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{
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blockmaplump[i] = SHORT(blockmaplump[i]);
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}
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// Read the header
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bmaporgx = blockmaplump[0]<<FRACBITS;
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bmaporgy = blockmaplump[1]<<FRACBITS;
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bmapwidth = blockmaplump[2];
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bmapheight = blockmaplump[3];
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// Clear out mobj chains
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count = sizeof(*blocklinks) * bmapwidth * bmapheight;
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blocklinks = Z_Malloc(count, PU_LEVEL, 0);
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ES_memset(blocklinks, 0, count);
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}
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//
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// P_GroupLines
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// Builds sector line lists and subsector sector numbers.
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// Finds block bounding boxes for sectors.
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//
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void P_GroupLines (void)
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{
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line_t** linebuffer;
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int i;
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int j;
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line_t* li;
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sector_t* sector;
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subsector_t* ss;
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seg_t* seg;
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fixed_t bbox[4];
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int block;
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// look up sector number for each subsector
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ss = subsectors;
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for (i=0 ; i<numsubsectors ; i++, ss++)
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{
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seg = &segs[ss->firstline];
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ss->sector = seg->sidedef->sector;
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}
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// count number of lines in each sector
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li = lines;
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totallines = 0;
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for (i=0 ; i<numlines ; i++, li++)
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{
|
|
totallines++;
|
|
li->frontsector->linecount++;
|
|
|
|
if (li->backsector && li->backsector != li->frontsector)
|
|
{
|
|
li->backsector->linecount++;
|
|
totallines++;
|
|
}
|
|
}
|
|
|
|
// build line tables for each sector
|
|
linebuffer = Z_Malloc (totallines*sizeof(line_t *), PU_LEVEL, 0);
|
|
|
|
for (i=0; i<numsectors; ++i)
|
|
{
|
|
// Assign the line buffer for this sector
|
|
|
|
sectors[i].lines = linebuffer;
|
|
linebuffer += sectors[i].linecount;
|
|
|
|
// Reset linecount to zero so in the next stage we can count
|
|
// lines into the list.
|
|
|
|
sectors[i].linecount = 0;
|
|
}
|
|
|
|
// Assign lines to sectors
|
|
|
|
for (i=0; i<numlines; ++i)
|
|
{
|
|
li = &lines[i];
|
|
|
|
if (li->frontsector != NULL)
|
|
{
|
|
sector = li->frontsector;
|
|
|
|
sector->lines[sector->linecount] = li;
|
|
++sector->linecount;
|
|
}
|
|
|
|
if (li->backsector != NULL && li->frontsector != li->backsector)
|
|
{
|
|
sector = li->backsector;
|
|
|
|
sector->lines[sector->linecount] = li;
|
|
++sector->linecount;
|
|
}
|
|
}
|
|
|
|
// Generate bounding boxes for sectors
|
|
|
|
sector = sectors;
|
|
for (i=0 ; i<numsectors ; i++, sector++)
|
|
{
|
|
M_ClearBox (bbox);
|
|
|
|
for (j=0 ; j<sector->linecount; j++)
|
|
{
|
|
li = sector->lines[j];
|
|
|
|
M_AddToBox (bbox, li->v1->x, li->v1->y);
|
|
M_AddToBox (bbox, li->v2->x, li->v2->y);
|
|
}
|
|
|
|
// 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]-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
block = block >= bmapheight ? bmapheight-1 : block;
|
|
sector->blockbox[BOXTOP]=block;
|
|
|
|
block = (bbox[BOXBOTTOM]-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
block = block < 0 ? 0 : block;
|
|
sector->blockbox[BOXBOTTOM]=block;
|
|
|
|
block = (bbox[BOXRIGHT]-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
block = block >= bmapwidth ? bmapwidth-1 : block;
|
|
sector->blockbox[BOXRIGHT]=block;
|
|
|
|
block = (bbox[BOXLEFT]-bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
block = block < 0 ? 0 : block;
|
|
sector->blockbox[BOXLEFT]=block;
|
|
}
|
|
|
|
}
|
|
|
|
// Pad the REJECT lump with extra data when the lump is too small,
|
|
// to simulate a REJECT buffer overflow in Vanilla Doom.
|
|
|
|
static void PadRejectArray(byte *array, unsigned int len)
|
|
{
|
|
unsigned int i;
|
|
unsigned int byte_num;
|
|
byte *dest;
|
|
unsigned int padvalue;
|
|
|
|
// Values to pad the REJECT array with:
|
|
|
|
unsigned int rejectpad[4] =
|
|
{
|
|
((totallines * 4 + 3) & ~3) + 24, // Size
|
|
0, // Part of z_zone block header
|
|
50, // PU_LEVEL
|
|
0x1d4a11 // DOOM_CONST_ZONEID
|
|
};
|
|
|
|
// Copy values from rejectpad into the destination array.
|
|
|
|
dest = array;
|
|
|
|
for (i=0; i<len && i<sizeof(rejectpad); ++i)
|
|
{
|
|
byte_num = i % 4;
|
|
*dest = (rejectpad[i / 4] >> (byte_num * 8)) & 0xff;
|
|
++dest;
|
|
}
|
|
|
|
// We only have a limited pad size. Print a warning if the
|
|
// REJECT lump is too small.
|
|
|
|
if (len > sizeof(rejectpad))
|
|
{
|
|
ES_debugf("PadRejectArray: REJECT lump too short to pad! (%i > %i)\n",
|
|
len, (int) sizeof(rejectpad));
|
|
|
|
// Pad remaining space with 0 (or 0xff, if specified on command line).
|
|
|
|
if (M_CheckParm("-reject_pad_with_ff"))
|
|
{
|
|
padvalue = 0xff;
|
|
}
|
|
else
|
|
{
|
|
padvalue = 0xf00;
|
|
}
|
|
|
|
ES_memset(array + sizeof(rejectpad), padvalue, len - sizeof(rejectpad));
|
|
}
|
|
}
|
|
|
|
static void P_LoadReject(int lumpnum)
|
|
{
|
|
int minlength;
|
|
int lumplen;
|
|
|
|
// Calculate the size that the REJECT lump *should* be.
|
|
|
|
minlength = (numsectors * numsectors + 7) / 8;
|
|
|
|
// If the lump meets the minimum length, it can be loaded directly.
|
|
// Otherwise, we need to allocate a buffer of the correct size
|
|
// and pad it with appropriate data.
|
|
|
|
lumplen = W_LumpLength(lumpnum);
|
|
|
|
if (lumplen >= minlength)
|
|
{
|
|
rejectmatrix = W_CacheLumpNum(lumpnum, PU_LEVEL);
|
|
}
|
|
else
|
|
{
|
|
rejectmatrix = Z_Malloc(minlength, PU_LEVEL, &rejectmatrix);
|
|
W_ReadLump(lumpnum, rejectmatrix);
|
|
|
|
PadRejectArray(rejectmatrix + lumplen, minlength - lumplen);
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_SetupLevel
|
|
//
|
|
void
|
|
P_SetupLevel
|
|
( int episode,
|
|
int map,
|
|
int playermask,
|
|
skill_t skill)
|
|
{
|
|
int i;
|
|
char lumpname[9];
|
|
int lumpnum;
|
|
|
|
totalkills = totalitems = totalsecret = wminfo.maxfrags = 0;
|
|
wminfo.partime = 180;
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
players[i].killcount = players[i].secretcount
|
|
= players[i].itemcount = 0;
|
|
}
|
|
|
|
// Initial height of PointOfView
|
|
// will be set by player think.
|
|
players[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 ();
|
|
|
|
// find map name
|
|
if ( gamemode == commercial)
|
|
{
|
|
if (map<10)
|
|
M_snprintf(lumpname, 9, "map0%i", map);
|
|
else
|
|
M_snprintf(lumpname, 9, "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);
|
|
|
|
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);
|
|
|
|
P_GroupLines ();
|
|
P_LoadReject (lumpnum+ML_REJECT);
|
|
|
|
bodyqueslot = 0;
|
|
deathmatch_p = deathmatchstarts;
|
|
P_LoadThings (lumpnum+ML_THINGS);
|
|
|
|
// if deathmatch, randomly spawn the active players
|
|
if (deathmatch)
|
|
{
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
if (playeringame[i])
|
|
{
|
|
players[i].mo = NULL;
|
|
G_DeathMatchSpawnPlayer (i);
|
|
}
|
|
|
|
}
|
|
|
|
// clear special respawning que
|
|
iquehead = iquetail = 0;
|
|
|
|
// set up world state
|
|
P_SpawnSpecials ();
|
|
|
|
// build subsector connect matrix
|
|
// UNUSED P_ConnectSubsectors ();
|
|
|
|
// preload graphics
|
|
if (precache)
|
|
R_PrecacheLevel ();
|
|
}
|
|
|
|
//
|
|
// P_Init
|
|
//
|
|
void P_Init (void)
|
|
{
|
|
P_InitSwitchList ();
|
|
P_InitPicAnims ();
|
|
R_InitSprites (sprnames);
|
|
}
|