diff options
Diffstat (limited to 'src/doom/p_setup.c')
-rw-r--r-- | src/doom/p_setup.c | 863 |
1 files changed, 863 insertions, 0 deletions
diff --git a/src/doom/p_setup.c b/src/doom/p_setup.c new file mode 100644 index 00000000..58d5f462 --- /dev/null +++ b/src/doom/p_setup.c @@ -0,0 +1,863 @@ +// Emacs style mode select -*- C++ -*- +//----------------------------------------------------------------------------- +// +// Copyright(C) 1993-1996 Id Software, Inc. +// Copyright(C) 2005 Simon Howard +// +// This program 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. +// +// DESCRIPTION: +// Do all the WAD I/O, get map description, +// set up initial state and misc. LUTs. +// +//----------------------------------------------------------------------------- + + + +#include <math.h> + +#include "z_zone.h" + +#include "deh_main.h" +#include "i_swap.h" +#include "m_argv.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. +// +int numvertexes; +vertex_t* vertexes; + +int numsegs; +seg_t* segs; + +int numsectors; +sector_t* sectors; + +int numsubsectors; +subsector_t* subsectors; + +int numnodes; +node_t* nodes; + +int numlines; +line_t* lines; + +int numsides; +side_t* sides; + +static int totallines; + +// 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. +int bmapwidth; +int bmapheight; // size in mapblocks +short* blockmap; // int for larger maps +// offsets in blockmap are from here +short* blockmaplump; +// origin of block map +fixed_t bmaporgx; +fixed_t bmaporgy; +// for thing chains +mobj_t** blocklinks; + + +// 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. +// +byte* rejectmatrix; + + +// Maintain single and multi player starting spots. +#define MAX_DEATHMATCH_STARTS 10 + +mapthing_t deathmatchstarts[MAX_DEATHMATCH_STARTS]; +mapthing_t* deathmatch_p; +mapthing_t playerstarts[MAXPLAYERS]; + + + + + +// +// 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. + numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t); + + // Allocate zone memory for buffer. + vertexes = Z_Malloc (numvertexes*sizeof(vertex_t),PU_LEVEL,0); + + // Load data into cache. + data = W_CacheLumpNum (lump, PU_STATIC); + + ml = (mapvertex_t *)data; + li = vertexes; + + // Copy and convert vertex coordinates, + // internal representation as fixed. + for (i=0 ; i<numvertexes ; i++, li++, ml++) + { + li->x = SHORT(ml->x)<<FRACBITS; + li->y = SHORT(ml->y)<<FRACBITS; + } + + // Free buffer memory. + W_ReleaseLumpNum(lump); +} + +// +// GetSectorAtNullAddress +// +sector_t* GetSectorAtNullAddress(void) +{ + static boolean null_sector_is_initialized = false; + static sector_t null_sector; + + if (!null_sector_is_initialized) + { + memset(&null_sector, 0, sizeof(null_sector)); + I_GetMemoryValue(0, &null_sector.floorheight, 4); + I_GetMemoryValue(4, &null_sector.ceilingheight, 4); + null_sector_is_initialized = true; + } + + return &null_sector; +} + +// +// P_LoadSegs +// +void P_LoadSegs (int lump) +{ + byte* data; + int i; + mapseg_t* ml; + seg_t* li; + line_t* ldef; + int linedef; + int side; + int sidenum; + + numsegs = W_LumpLength (lump) / sizeof(mapseg_t); + segs = Z_Malloc (numsegs*sizeof(seg_t),PU_LEVEL,0); + memset (segs, 0, numsegs*sizeof(seg_t)); + data = W_CacheLumpNum (lump,PU_STATIC); + + ml = (mapseg_t *)data; + li = segs; + for (i=0 ; i<numsegs ; i++, li++, ml++) + { + li->v1 = &vertexes[SHORT(ml->v1)]; + li->v2 = &vertexes[SHORT(ml->v2)]; + + li->angle = (SHORT(ml->angle))<<16; + li->offset = (SHORT(ml->offset))<<16; + linedef = SHORT(ml->linedef); + ldef = &lines[linedef]; + li->linedef = ldef; + side = SHORT(ml->side); + li->sidedef = &sides[ldef->sidenum[side]]; + li->frontsector = sides[ldef->sidenum[side]].sector; + + if (ldef-> flags & ML_TWOSIDED) + { + sidenum = ldef->sidenum[side ^ 1]; + + // If the sidenum is out of range, this may be a "glass hack" + // impassible window. Point at side #0 (this may not be + // the correct Vanilla behavior; however, it seems to work for + // OTTAWAU.WAD, which is the one place I've seen this trick + // used). + + if (sidenum < 0 || sidenum >= numsides) + { + li->backsector = GetSectorAtNullAddress(); + } + else + { + li->backsector = sides[sidenum].sector; + } + } + else + { + li->backsector = 0; + } + } + + W_ReleaseLumpNum(lump); +} + + +// +// P_LoadSubsectors +// +void P_LoadSubsectors (int lump) +{ + byte* data; + int i; + mapsubsector_t* ms; + subsector_t* ss; + + numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t); + subsectors = Z_Malloc (numsubsectors*sizeof(subsector_t),PU_LEVEL,0); + data = W_CacheLumpNum (lump,PU_STATIC); + + ms = (mapsubsector_t *)data; + memset (subsectors,0, numsubsectors*sizeof(subsector_t)); + ss = subsectors; + + for (i=0 ; i<numsubsectors ; i++, ss++, ms++) + { + ss->numlines = SHORT(ms->numsegs); + ss->firstline = SHORT(ms->firstseg); + } + + W_ReleaseLumpNum(lump); +} + + + +// +// P_LoadSectors +// +void P_LoadSectors (int lump) +{ + byte* data; + int i; + mapsector_t* ms; + sector_t* ss; + + numsectors = W_LumpLength (lump) / sizeof(mapsector_t); + sectors = Z_Malloc (numsectors*sizeof(sector_t),PU_LEVEL,0); + memset (sectors, 0, numsectors*sizeof(sector_t)); + data = W_CacheLumpNum (lump,PU_STATIC); + + ms = (mapsector_t *)data; + ss = sectors; + for (i=0 ; i<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; + } + + W_ReleaseLumpNum(lump); +} + + +// +// P_LoadNodes +// +void P_LoadNodes (int lump) +{ + byte* data; + int i; + int j; + int k; + mapnode_t* mn; + node_t* no; + + numnodes = W_LumpLength (lump) / sizeof(mapnode_t); + nodes = Z_Malloc (numnodes*sizeof(node_t),PU_LEVEL,0); + data = W_CacheLumpNum (lump,PU_STATIC); + + mn = (mapnode_t *)data; + no = nodes; + + for (i=0 ; i<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; + } + } + + W_ReleaseLumpNum(lump); +} + + +// +// P_LoadThings +// +void P_LoadThings (int lump) +{ + byte *data; + int i; + mapthing_t *mt; + mapthing_t spawnthing; + int numthings; + boolean spawn; + + data = W_CacheLumpNum (lump,PU_STATIC); + 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 (gamemode != commercial) + { + switch (SHORT(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. + spawnthing.x = SHORT(mt->x); + spawnthing.y = SHORT(mt->y); + spawnthing.angle = SHORT(mt->angle); + spawnthing.type = SHORT(mt->type); + spawnthing.options = SHORT(mt->options); + + P_SpawnMapThing(&spawnthing); + } + + W_ReleaseLumpNum(lump); +} + + +// +// P_LoadLineDefs +// Also counts secret lines for intermissions. +// +void P_LoadLineDefs (int lump) +{ + byte* data; + int i; + maplinedef_t* mld; + line_t* ld; + vertex_t* v1; + vertex_t* v2; + + numlines = W_LumpLength (lump) / sizeof(maplinedef_t); + lines = Z_Malloc (numlines*sizeof(line_t),PU_LEVEL,0); + memset (lines, 0, numlines*sizeof(line_t)); + data = W_CacheLumpNum (lump,PU_STATIC); + + mld = (maplinedef_t *)data; + ld = lines; + for (i=0 ; i<numlines ; i++, mld++, ld++) + { + ld->flags = SHORT(mld->flags); + ld->special = SHORT(mld->special); + ld->tag = SHORT(mld->tag); + v1 = ld->v1 = &vertexes[SHORT(mld->v1)]; + v2 = ld->v2 = &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 = sides[ld->sidenum[0]].sector; + else + ld->frontsector = 0; + + if (ld->sidenum[1] != -1) + ld->backsector = sides[ld->sidenum[1]].sector; + else + ld->backsector = 0; + } + + W_ReleaseLumpNum(lump); +} + + +// +// P_LoadSideDefs +// +void P_LoadSideDefs (int lump) +{ + byte* data; + int i; + mapsidedef_t* msd; + side_t* sd; + + numsides = W_LumpLength (lump) / sizeof(mapsidedef_t); + sides = Z_Malloc (numsides*sizeof(side_t),PU_LEVEL,0); + memset (sides, 0, numsides*sizeof(side_t)); + data = W_CacheLumpNum (lump,PU_STATIC); + + msd = (mapsidedef_t *)data; + sd = sides; + for (i=0 ; i<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 = §ors[SHORT(msd->sector)]; + } + + W_ReleaseLumpNum(lump); +} + + +// +// P_LoadBlockMap +// +void P_LoadBlockMap (int lump) +{ + int i; + int count; + int lumplen; + + lumplen = W_LumpLength(lump); + count = lumplen / 2; + + blockmaplump = Z_Malloc(lumplen, PU_LEVEL, NULL); + W_ReadLump(lump, blockmaplump); + blockmap = blockmaplump + 4; + + // Swap all short integers to native byte ordering. + + for (i=0; i<count; i++) + { + blockmaplump[i] = SHORT(blockmaplump[i]); + } + + // Read the header + + bmaporgx = blockmaplump[0]<<FRACBITS; + bmaporgy = blockmaplump[1]<<FRACBITS; + bmapwidth = blockmaplump[2]; + bmapheight = blockmaplump[3]; + + // Clear out mobj chains + + count = sizeof(*blocklinks) * bmapwidth * bmapheight; + blocklinks = Z_Malloc(count, PU_LEVEL, 0); + memset(blocklinks, 0, count); +} + + + +// +// P_GroupLines +// Builds sector line lists and subsector sector numbers. +// Finds block bounding boxes for sectors. +// +void P_GroupLines (void) +{ + line_t** linebuffer; + int i; + int j; + 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 = subsectors; + for (i=0 ; i<numsubsectors ; i++, ss++) + { + seg = &segs[ss->firstline]; + ss->sector = seg->sidedef->sector; + } + + // count number of lines in each sector + li = lines; + totallines = 0; + for (i=0 ; i<numlines ; i++, li++) + { + 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)) + { + fprintf(stderr, "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; + } + + 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) + DEH_snprintf(lumpname, 9, "map0%i", map); + else + DEH_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 (); + + //printf ("free memory: 0x%x\n", Z_FreeMemory()); + +} + + + +// +// P_Init +// +void P_Init (void) +{ + P_InitSwitchList (); + P_InitPicAnims (); + R_InitSprites (sprnames); +} + + + |