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p_setup.c
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p_setup.c
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// 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.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: p_setup.c,v 1.5 1997/02/03 22:45:12 b1 Exp $";
#include <math.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"
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 ; 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);
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;
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);
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;
}
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;
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);
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);
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)];
}
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);
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*4, 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;
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 ();
#if 0 // UNUSED
if (debugfile)
{
Z_FreeTags (PU_LEVEL, MAXINT);
Z_FileDumpHeap (debugfile);
}
else
#endif
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)
sprintf (lumpname,"map0%i", map);
else
sprintf (lumpname,"map%i", map);
}
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 = NULL;
G_DeathMatchSpawnPlayer (i);
}
}
// clear special respawning que
iquehead = iquetail = 0;
// set up world state
P_SpawnSpecials ();
// build subsector connect matrix
// UNUSED 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 ();
R_InitSprites (sprnames);
}