// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: p_setup.c 558 2006-06-16 17:06:05Z fraggle $ // // 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. // // $Log$ // Revision 1.5 2006/01/29 15:07:12 fraggle // Shut up compiler warnings // // Revision 1.4 2006/01/23 00:17:43 fraggle // Allow changing the names of level lump names via dehacked. // // Revision 1.3 2005/07/23 19:17:11 fraggle // Use ANSI-standard limit constants. Remove LINUX define. // // Revision 1.2 2005/07/23 16:44:56 fraggle // Update copyright to GNU GPL // // Revision 1.1.1.1 2005/07/23 16:20:40 fraggle // Initial import // // // DESCRIPTION: // Do all the WAD I/O, get map description, // set up initial state and misc. LUTs. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_setup.c 558 2006-06-16 17:06:05Z fraggle $"; #include #include "z_zone.h" #include "deh_main.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. // 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; // 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 ; ix = SHORT(ml->x)<y = SHORT(ml->y)<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; } Z_Free (data); } // // 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 ; inumlines = 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; 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 ; ifloorheight = SHORT(ms->floorheight)<ceilingheight = SHORT(ms->ceilingheight)<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); } // // 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 ; ix = SHORT(mn->x)<y = SHORT(mn->y)<dx = SHORT(mn->dx)<dy = SHORT(mn->dy)<children[j] = SHORT(mn->children[j]); for (k=0 ; k<4 ; k++) no->bbox[j][k] = SHORT(mn->bbox[j][k])<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 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 ; iflags = 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; } Z_Free (data); } // // 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 ; itextureoffset = SHORT(msd->textureoffset)<rowoffset = SHORT(msd->rowoffset)<toptexture = R_TextureNumForName(msd->toptexture); sd->bottomtexture = R_TextureNumForName(msd->bottomtexture); sd->midtexture = R_TextureNumForName(msd->midtexture); sd->sector = §ors[SHORT(msd->sector)]; } Z_Free (data); } // // P_LoadBlockMap // void P_LoadBlockMap (int lump) { int i; int count; blockmaplump = W_CacheLumpNum (lump,PU_LEVEL); blockmap = blockmaplump+4; count = W_LumpLength (lump)/2; for (i=0 ; ifirstline]; ss->sector = seg->sidedef->sector; } // count number of lines in each sector li = lines; total = 0; for (i=0 ; ifrontsector->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); for (i=0; ifrontsector != 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 ; ilinecount; 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; } } // // 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