ref: 6d54e2dfe625c3d50a87f3ce4ac8161d53e9f890
dir: /src/heretic/p_setup.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // // 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 = §ors[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); }