675 lines
16 KiB
C
675 lines
16 KiB
C
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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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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//-----------------------------------------------------------------------------
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#include "doom_config.h"
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#include "z_zone.h"
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#include "m_swap.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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// Maintain single and multi player starting spots.
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#define MAX_DEATHMATCH_STARTS 10
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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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// 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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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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void P_SpawnMapThing(mapthing_t* mthing);
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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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Z_Free(data);
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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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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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doom_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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li->backsector = sides[ldef->sidenum[side ^ 1]].sector;
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else
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li->backsector = 0;
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}
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Z_Free(data);
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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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doom_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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Z_Free(data);
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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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doom_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 = 0;
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}
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Z_Free(data);
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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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Z_Free(data);
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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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int numthings;
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doom_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 (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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mt->x = SHORT(mt->x);
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mt->y = SHORT(mt->y);
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mt->angle = SHORT(mt->angle);
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mt->type = SHORT(mt->type);
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mt->options = SHORT(mt->options);
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P_SpawnMapThing(mt);
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}
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Z_Free(data);
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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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doom_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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Z_Free(data);
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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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doom_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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Z_Free(data);
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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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blockmaplump = W_CacheLumpNum(lump, PU_LEVEL);
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blockmap = blockmaplump + 4;
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count = W_LumpLength(lump) / 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);
|
||
|
doom_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;
|
||
|
int 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("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;
|
||
|
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();
|
||
|
|
||
|
// if working with a devlopment map, reload it
|
||
|
W_Reload();
|
||
|
|
||
|
// find map name
|
||
|
if (gamemode == commercial)
|
||
|
{
|
||
|
if (map < 10)
|
||
|
{
|
||
|
//doom_sprintf(lumpname, "map0%i", map);
|
||
|
doom_strcpy(lumpname, "map0");
|
||
|
doom_concat(lumpname, doom_itoa(map, 10));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//doom_sprintf(lumpname, "map%i", map);
|
||
|
doom_strcpy(lumpname, "map");
|
||
|
doom_concat(lumpname, doom_itoa(map, 10));
|
||
|
}
|
||
|
}
|
||
|
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);
|
||
|
|
||
|
rejectmatrix = W_CacheLumpNum(lumpnum + ML_REJECT, PU_LEVEL);
|
||
|
P_GroupLines();
|
||
|
|
||
|
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 = 0;
|
||
|
G_DeathMatchSpawnPlayer(i);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// clear special respawning que
|
||
|
iquehead = iquetail = 0;
|
||
|
|
||
|
// set up world state
|
||
|
P_SpawnSpecials();
|
||
|
|
||
|
// preload graphics
|
||
|
if (precache)
|
||
|
R_PrecacheLevel();
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// P_Init
|
||
|
//
|
||
|
void P_Init(void)
|
||
|
{
|
||
|
P_InitSwitchList();
|
||
|
P_InitPicAnims();
|
||
|
R_InitSprites(sprnames);
|
||
|
}
|