ref: 0df2cb80cf03d7259746834220d209b306a8c503
dir: /src/heretic/p_setup.c/
// P_main.c #include <math.h> #include <stdlib.h> #include "DoomDef.h" #include "P_local.h" #include "soundst.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; } 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, 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,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; } } Z_Free (data); } /* ================= = = P_LoadThings = ================= */ void P_LoadThings (int lump) { byte *data; int i; 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++) { 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, *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, 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, 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*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; 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); }