v4k-git-backup/demos/ports/doom/src/p_setup.c

675 lines
16 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Do all the WAD I/O, get map description,
// set up initial state and misc. LUTs.
//
//-----------------------------------------------------------------------------
#include "doom_config.h"
#include "z_zone.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"
// Maintain single and multi player starting spots.
#define MAX_DEATHMATCH_STARTS 10
//
// 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;
mapthing_t deathmatchstarts[MAX_DEATHMATCH_STARTS];
mapthing_t* deathmatch_p;
mapthing_t playerstarts[MAXPLAYERS];
void P_SpawnMapThing(mapthing_t* mthing);
//
// 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.
Z_Free(data);
}
//
// P_LoadSegs
//
void P_LoadSegs(int lump)
{
byte* data;
int i;
mapseg_t* ml;
seg_t* li;
line_t* ldef;
int linedef;
int side;
numsegs = W_LumpLength(lump) / sizeof(mapseg_t);
segs = Z_Malloc(numsegs * sizeof(seg_t), PU_LEVEL, 0);
doom_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;
}
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;
doom_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);
}
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);
doom_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 = 0;
}
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; 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;
}
}
Z_Free(data);
}
//
// P_LoadThings
//
void P_LoadThings(int lump)
{
byte* data;
int i;
mapthing_t* mt;
int numthings;
doom_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 (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.
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);
doom_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;
}
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);
doom_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)];
}
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; 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);
}