ref: aa5529bc6cbd5424c33f624d8a33fc482d18c489
dir: /src/heretic/p_setup.c/
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2008 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.
//
//-----------------------------------------------------------------------------
// 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);
}