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Diffstat (limited to 'src/heretic/p_setup.c')
-rw-r--r-- | src/heretic/p_setup.c | 660 |
1 files changed, 660 insertions, 0 deletions
diff --git a/src/heretic/p_setup.c b/src/heretic/p_setup.c new file mode 100644 index 00000000..a3bd2912 --- /dev/null +++ b/src/heretic/p_setup.c @@ -0,0 +1,660 @@ +// Emacs style mode select -*- C++ -*- +//----------------------------------------------------------------------------- +// +// Copyright(C) 1993-1996 Id Software, Inc. +// Copyright(C) 1993-2008 Raven Software +// Copyright(C) 2008 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. +// +//----------------------------------------------------------------------------- + +// P_main.c + +#include <math.h> +#include <stdlib.h> + +#include "doomdef.h" +#include "i_swap.h" +#include "i_system.h" +#include "m_argv.h" +#include "m_bbox.h" +#include "p_local.h" +#include "s_sound.h" + +void P_SpawnMapThing(mapthing_t * mthing); + +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; + +short *blockmaplump; // offsets in blockmap are from here +short *blockmap; +int bmapwidth, bmapheight; // in mapblocks +fixed_t bmaporgx, bmaporgy; // origin of block map +mobj_t **blocklinks; // for thing chains + +byte *rejectmatrix; // for fast sight rejection + +mapthing_t deathmatchstarts[10], *deathmatch_p; +mapthing_t playerstarts[MAXPLAYERS]; + +/* +================= += += P_LoadVertexes += +================= +*/ + +void P_LoadVertexes(int lump) +{ + byte *data; + int i; + mapvertex_t *ml; + vertex_t *li; + + numvertexes = W_LumpLength(lump) / sizeof(mapvertex_t); + vertexes = Z_Malloc(numvertexes * sizeof(vertex_t), PU_LEVEL, 0); + data = W_CacheLumpNum(lump, PU_STATIC); + + ml = (mapvertex_t *) data; + li = vertexes; + for (i = 0; i < numvertexes; i++, li++, ml++) + { + li->x = SHORT(ml->x) << FRACBITS; + li->y = SHORT(ml->y) << FRACBITS; + } + + W_ReleaseLumpNum(lump); +} + + +/* +================= += += P_LoadSegs += +================= +*/ + +void P_LoadSegs(int lump) +{ + byte *data; + int i; + mapseg_t *ml; + seg_t *li; + line_t *ldef; + int linedef, side; + + 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) + li->backsector = sides[ldef->sidenum[side ^ 1]].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, j, 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 spawnthing; + mapthing_t *mt; + int numthings; + + data = W_CacheLumpNum(lump, PU_STATIC); + numthings = W_LumpLength(lump) / sizeof(mapthing_t); + + mt = (mapthing_t *) data; + for (i = 0; i < numthings; i++, mt++) + { + 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, *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, count; + int lumplen; + + lumplen = W_LumpLength(lump); + + blockmaplump = Z_Malloc(lumplen, PU_LEVEL, NULL); + W_ReadLump(lump, blockmaplump); + blockmap = blockmaplump + 4; + + // Swap all short integers to native byte ordering: + + count = lumplen / 2; + for (i = 0; i < count; i++) + blockmaplump[i] = SHORT(blockmaplump[i]); + + 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, j, 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 = 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; + total = 0; + for (i = 0; i < 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 = Z_Malloc(total * sizeof(line_t *), PU_LEVEL, 0); + sector = sectors; + for (i = 0; i < numsectors; i++, sector++) + { + M_ClearBox(bbox); + sector->lines = linebuffer; + li = lines; + for (j = 0; j < 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] - 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; + } + +} + +//============================================================================= + + +/* +================= += += P_SetupLevel += +================= +*/ + +void P_SetupLevel(int episode, int map, int playermask, skill_t skill) +{ + int i; + int parm; + char lumpname[9]; + int lumpnum; + mobj_t *mobj; + + totalkills = totalitems = totalsecret = 0; + for (i = 0; i < MAXPLAYERS; i++) + { + players[i].killcount = players[i].secretcount + = players[i].itemcount = 0; + } + players[consoleplayer].viewz = 1; // will be set by player think + + S_Start(); // make sure all sounds are stopped before Z_FreeTags + + Z_FreeTags(PU_LEVEL, PU_PURGELEVEL - 1); + + P_InitThinkers(); + +// +// look for a regular (development) map first +// + lumpname[0] = 'E'; + lumpname[1] = '0' + episode; + lumpname[2] = 'M'; + lumpname[3] = '0' + map; + lumpname[4] = 0; + leveltime = 0; + + lumpnum = W_GetNumForName(lumpname); + +// 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); + + rejectmatrix = W_CacheLumpNum(lumpnum + ML_REJECT, PU_LEVEL); + P_GroupLines(); + + bodyqueslot = 0; + deathmatch_p = deathmatchstarts; + P_InitAmbientSound(); + P_InitMonsters(); + P_OpenWeapons(); + P_LoadThings(lumpnum + ML_THINGS); + P_CloseWeapons(); + +// +// if deathmatch, randomly spawn the active players +// + TimerGame = 0; + if (deathmatch) + { + for (i = 0; i < MAXPLAYERS; i++) + { + if (playeringame[i]) + { // must give a player spot before deathmatchspawn + mobj = P_SpawnMobj(playerstarts[i].x << 16, + playerstarts[i].y << 16, 0, MT_PLAYER); + players[i].mo = mobj; + G_DeathMatchSpawnPlayer(i); + P_RemoveMobj(mobj); + } + } + parm = M_CheckParm("-timer"); + if (parm && parm < myargc - 1) + { + TimerGame = atoi(myargv[parm + 1]) * 35 * 60; + } + } + +// set up world state + P_SpawnSpecials(); + +// build subsector connect matrix +// 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(); + P_InitTerrainTypes(); + P_InitLava(); + R_InitSprites(sprnames); +} |