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-rw-r--r--src/heretic/p_setup.c660
1 files changed, 660 insertions, 0 deletions
diff --git a/src/heretic/p_setup.c b/src/heretic/p_setup.c
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+++ b/src/heretic/p_setup.c
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+// 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 = &sectors[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);
+}