rockbox/apps/plugins/doom/p_setup.c

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/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* 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.
*
* DESCRIPTION:
* Do all the WAD I/O, get map description,
* set up initial state and misc. LUTs.
*
*-----------------------------------------------------------------------------*/
#include <math.h>
#include "doomstat.h"
#include "m_bbox.h"
#include "m_argv.h"
#include "g_game.h"
#include "w_wad.h"
#include "r_main.h"
#include "r_things.h"
#include "p_maputl.h"
#include "p_map.h"
#include "p_setup.h"
#include "p_spec.h"
#include "p_tick.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "i_system.h"
#include "m_swap.h"
#include "rockmacros.h"
//
// 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;
////////////////////////////////////////////////////////////////////////////////////////////
// figgi 08/21/00 -- constants and globals for glBsp support
#define gNd2 0x32644E67 // figgi -- suppport for new GL_VERT format v2.0
#define GL_VERT_OFFSET 4
int firstglvertex = 0;
boolean usingGLNodes = false;
boolean forceOldBsp = false;
enum
{
ML_GL_LABEL=0, // A separator name, GL_ExMx or GL_MAPxx
ML_GL_VERTS, // Extra Vertices
ML_GL_SEGS, // Segs, from linedefs & minisegs
ML_GL_SSECT, // SubSectors, list of segs
ML_GL_NODES // GL BSP nodes
};
////////////////////////////////////////////////////////////////////////////////////////////
// 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, bmapheight; // size in mapblocks
// killough 3/1/98: remove blockmap limit internally:
long *blockmap; // was short -- killough
// offsets in blockmap are from here
long *blockmaplump; // was short -- killough
fixed_t bmaporgx, bmaporgy; // origin of block map
mobj_t **blocklinks; // for thing chains
//
// REJECT
// For fast sight rejection.
// Speeds up enemy AI by skipping detailed
// LineOf Sight calculation.
// Without the special effect, this could
// be used as a PVS lookup as well.
//
static int rejectlump = -1;// cph - store reject lump num if cached
const byte *rejectmatrix; // cph - const*
// Maintain single and multi player starting spots.
// 1/11/98 killough: Remove limit on deathmatch starts
mapthing_t *deathmatchstarts; // killough
size_t num_deathmatchstarts; // killough
mapthing_t *deathmatch_p;
mapthing_t playerstarts[MAXPLAYERS];
//
// P_LoadVertexes
//
// killough 5/3/98: reformatted, cleaned up
//
static void P_LoadVertexes (int lump)
{
const byte *data; // cph - const
int i;
// 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); // cph - wad handling updated
// Copy and convert vertex coordinates,
// internal representation as fixed.
for (i=0; i<numvertexes; i++)
{
vertexes[i].x = SHORT(((mapvertex_t *) data)[i].x)<<FRACBITS;
vertexes[i].y = SHORT(((mapvertex_t *) data)[i].y)<<FRACBITS;
}
// Free buffer memory.
W_UnlockLumpNum(lump);
}
//
// P_LoadSegs
//
// killough 5/3/98: reformatted, cleaned up
static void P_LoadSegs (int lump)
{
int i;
const byte *data; // cph - const
numsegs = W_LumpLength(lump) / sizeof(mapseg_t);
segs = Z_Calloc(numsegs,sizeof(seg_t),PU_LEVEL,0);
data = W_CacheLumpNum(lump); // cph - wad lump handling updated
for (i=0; i<numsegs; i++)
{
seg_t *li = segs+i;
mapseg_t *ml = (mapseg_t *) data + i;
int side, linedef;
line_t *ldef;
li->v1 = &vertexes[SHORT(ml->v1)];
li->v2 = &vertexes[SHORT(ml->v2)];
li->miniseg = false; // figgi -- there are no minisegs in classic BSP nodes
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;
// killough 5/3/98: ignore 2s flag if second sidedef missing:
if (ldef->flags & ML_TWOSIDED && ldef->sidenum[side^1]!=-1)
li->backsector = sides[ldef->sidenum[side^1]].sector;
else
li->backsector = 0;
}
W_UnlockLumpNum(lump); // cph - release the data
}
//
// P_LoadSubsectors
//
// killough 5/3/98: reformatted, cleaned up
static void P_LoadSubsectors (int lump)
{
const byte *data; // cph - const*
int i;
numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t);
subsectors = Z_Calloc(numsubsectors,sizeof(subsector_t),PU_LEVEL,0);
data = W_CacheLumpNum(lump); // cph - wad lump handling updated
for (i=0; i<numsubsectors; i++)
{
subsectors[i].numlines = (unsigned short)SHORT(((mapsubsector_t *) data)[i].numsegs );
subsectors[i].firstline = (unsigned short)SHORT(((mapsubsector_t *) data)[i].firstseg);
}
W_UnlockLumpNum(lump); // cph - release the data
}
//
// P_LoadSectors
//
// killough 5/3/98: reformatted, cleaned up
static void P_LoadSectors (int lump)
{
const byte *data; // cph - const*
int i;
numsectors = W_LumpLength (lump) / sizeof(mapsector_t);
sectors = Z_Calloc (numsectors,sizeof(sector_t),PU_LEVEL,0);
data = W_CacheLumpNum (lump); // cph - wad lump handling updated
for (i=0; i<numsectors; i++)
{
sector_t *ss = sectors + i;
const mapsector_t *ms = (mapsector_t *) data + i;
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->oldspecial = SHORT(ms->special);
ss->tag = SHORT(ms->tag);
ss->thinglist = NULL;
ss->touching_thinglist = NULL; // phares 3/14/98
ss->nextsec = -1; //jff 2/26/98 add fields to support locking out
ss->prevsec = -1; // stair retriggering until build completes
// killough 3/7/98:
ss->floor_xoffs = 0;
ss->floor_yoffs = 0; // floor and ceiling flats offsets
ss->ceiling_xoffs = 0;
ss->ceiling_yoffs = 0;
ss->heightsec = -1; // sector used to get floor and ceiling height
ss->floorlightsec = -1; // sector used to get floor lighting
// killough 3/7/98: end changes
// killough 4/11/98 sector used to get ceiling lighting:
ss->ceilinglightsec = -1;
// killough 4/4/98: colormaps:
ss->bottommap = ss->midmap = ss->topmap = 0;
// killough 10/98: sky textures coming from sidedefs:
ss->sky = 0;
}
W_UnlockLumpNum(lump); // cph - release the data
}
//
// P_LoadNodes
//
// killough 5/3/98: reformatted, cleaned up
static void P_LoadNodes (int lump)
{
const byte *data; // cph - const*
int i;
numnodes = W_LumpLength (lump) / sizeof(mapnode_t);
nodes = Z_Malloc (numnodes*sizeof(node_t),PU_LEVEL,0);
data = W_CacheLumpNum (lump); // cph - wad lump handling updated
for (i=0; i<numnodes; i++)
{
node_t *no = nodes + i;
mapnode_t *mn = (mapnode_t *) data + i;
int j;
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++)
{
int k;
no->children[j] = SHORT(mn->children[j]);
for (k=0 ; k<4 ; k++)
no->bbox[j][k] = SHORT(mn->bbox[j][k])<<FRACBITS;
}
}
W_UnlockLumpNum(lump); // cph - release the data
}
//
// P_LoadThings
//
// killough 5/3/98: reformatted, cleaned up
static void P_LoadThings (int lump)
{
mapthing_t tempthing; // this needed to be added as the SHORT calls were overwriting eachother on reload
int i, numthings = W_LumpLength (lump) / sizeof(mapthing_t);
const byte *data = W_CacheLumpNum (lump); // cph - wad lump handling updated, const*
for (i=0; i<numthings; i++)
{
mapthing_t *mt = (mapthing_t *) data + i;
// 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
continue;
}
// Do spawn all other stuff.
tempthing.x = SHORT(mt->x);
tempthing.y = SHORT(mt->y);
tempthing.angle = SHORT(mt->angle);
tempthing.type = SHORT(mt->type);
tempthing.options = SHORT(mt->options);
P_SpawnMapThing (&tempthing);
}
W_UnlockLumpNum(lump); // cph - release the data
}
//
// P_LoadLineDefs
// Also counts secret lines for intermissions.
// ^^^
// ??? killough ???
// Does this mean secrets used to be linedef-based, rather than sector-based?
//
// killough 4/4/98: split into two functions, to allow sidedef overloading
//
// killough 5/3/98: reformatted, cleaned up
static void P_LoadLineDefs (int lump)
{
const byte *data; // cph - const*
int i;
numlines = W_LumpLength (lump) / sizeof(maplinedef_t);
lines = Z_Calloc (numlines,sizeof(line_t),PU_LEVEL,0);
data = W_CacheLumpNum (lump); // cph - wad lump handling updated
for (i=0; i<numlines; i++)
{
maplinedef_t *mld = (maplinedef_t *) data + i;
line_t *ld = lines+i;
vertex_t *v1, *v2;
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;
ld->tranlump = -1; // killough 4/11/98: no translucency by default
ld->slopetype = !ld->dx ? ST_VERTICAL : !ld->dy ? ST_HORIZONTAL :
FixedDiv(ld->dy, ld->dx) > 0 ? ST_POSITIVE : 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]);
// killough 4/4/98: support special sidedef interpretation below
if (ld->sidenum[0] != -1 && ld->special)
sides[*ld->sidenum].special = ld->special;
}
W_UnlockLumpNum(lump); // cph - release the lump
}
// killough 4/4/98: delay using sidedefs until they are loaded
// killough 5/3/98: reformatted, cleaned up
static void P_LoadLineDefs2(int lump)
{
(void)lump;
int i = numlines;
register line_t *ld = lines;
for (;i--;ld++)
{
{ // cph 2002/07/20 - these errors are fatal if not fixed, so apply them in compatibility mode - a desync is better than a crash!
// killough 11/98: fix common wad errors (missing sidedefs):
if (ld->sidenum[0] == -1) {
ld->sidenum[0] = 0; // Substitute dummy sidedef for missing right side
// cph - print a warning about the bug
printf("P_LoadSegs: linedef %d missing first sidedef\n",numlines-i);
}
if ((ld->sidenum[1] == -1) && (ld->flags & ML_TWOSIDED)) {
ld->flags &= ~ML_TWOSIDED; // Clear 2s flag for missing left side
// cph - print a warning about the bug
printf("P_LoadSegs: linedef %d has two-sided flag set, but no second sidedef\n",numlines-i);
}
}
ld->frontsector = ld->sidenum[0]!=-1 ? sides[ld->sidenum[0]].sector : 0;
ld->backsector = ld->sidenum[1]!=-1 ? sides[ld->sidenum[1]].sector : 0;
switch (ld->special)
{ // killough 4/11/98: handle special types
int lump, j;
case 260: // killough 4/11/98: translucent 2s textures
lump = sides[*ld->sidenum].special; // translucency from sidedef
if (!ld->tag) // if tag==0,
ld->tranlump = lump; // affect this linedef only
else
for (j=0;j<numlines;j++) // if tag!=0,
if (lines[j].tag == ld->tag) // affect all matching linedefs
lines[j].tranlump = lump;
break;
}
}
}
//
// P_LoadSideDefs
//
// killough 4/4/98: split into two functions
static void P_LoadSideDefs (int lump)
{
numsides = W_LumpLength(lump) / sizeof(mapsidedef_t);
sides = Z_Calloc(numsides,sizeof(side_t),PU_LEVEL,0);
}
// killough 4/4/98: delay using texture names until
// after linedefs are loaded, to allow overloading.
// killough 5/3/98: reformatted, cleaned up
static void P_LoadSideDefs2(int lump)
{
const byte *data = W_CacheLumpNum(lump); // cph - const*, wad lump handling updated
int i;
for (i=0; i<numsides; i++)
{
register mapsidedef_t *msd = (mapsidedef_t *) data + i;
register side_t *sd = sides + i;
register sector_t *sec;
sd->textureoffset = SHORT(msd->textureoffset)<<FRACBITS;
sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
// killough 4/4/98: allow sidedef texture names to be overloaded
// killough 4/11/98: refined to allow colormaps to work as wall
// textures if invalid as colormaps but valid as textures.
sd->sector = sec = &sectors[SHORT(msd->sector)];
switch (sd->special)
{
case 242: // variable colormap via 242 linedef
sd->bottomtexture =
(sec->bottommap = R_ColormapNumForName(msd->bottomtexture)) < 0 ?
sec->bottommap = 0, R_TextureNumForName(msd->bottomtexture): 0 ;
sd->midtexture =
(sec->midmap = R_ColormapNumForName(msd->midtexture)) < 0 ?
sec->midmap = 0, R_TextureNumForName(msd->midtexture) : 0 ;
sd->toptexture =
(sec->topmap = R_ColormapNumForName(msd->toptexture)) < 0 ?
sec->topmap = 0, R_TextureNumForName(msd->toptexture) : 0 ;
break;
case 260: // killough 4/11/98: apply translucency to 2s normal texture
sd->midtexture = strncasecmp("TRANMAP", msd->midtexture, 8) ?
(sd->special = W_CheckNumForName(msd->midtexture)) < 0 ||
W_LumpLength(sd->special) != 65536 ?
sd->special=0, R_TextureNumForName(msd->midtexture) :
(sd->special++, 0) : (sd->special=0);
sd->toptexture = R_TextureNumForName(msd->toptexture);
sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
break;
default: // normal cases
sd->midtexture = R_TextureNumForName(msd->midtexture);
sd->toptexture = R_TextureNumForName(msd->toptexture);
sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
break;
}
}
W_UnlockLumpNum(lump); // cph - release the lump
}
//
// jff 10/6/98
// New code added to speed up calculation of internal blockmap
// Algorithm is order of nlines*(ncols+nrows) not nlines*ncols*nrows
//
#define blkshift 7 /* places to shift rel position for cell num */
#define blkmask ((1<<blkshift)-1)/* mask for rel position within cell */
#define blkmargin 0 /* size guardband around map used */
// jff 10/8/98 use guardband>0
// jff 10/12/98 0 ok with + 1 in rows,cols
typedef struct linelist_t // type used to list lines in each block
{
long num;
struct linelist_t *next;
} linelist_t;
//
// Subroutine to add a line number to a block list
// It simply returns if the line is already in the block
//
static void AddBlockLine
(
linelist_t **lists,
int *count,
int *done,
int blockno,
long lineno
)
{
linelist_t *l;
if (done[blockno])
return;
l = malloc(sizeof(linelist_t));
l->num = lineno;
l->next = lists[blockno];
lists[blockno] = l;
count[blockno]++;
done[blockno] = 1;
}
//
// Actually construct the blockmap lump from the level data
//
// This finds the intersection of each linedef with the column and
// row lines at the left and bottom of each blockmap cell. It then
// adds the line to all block lists touching the intersection.
//
void P_CreateBlockMap()
{
int xorg,yorg; // blockmap origin (lower left)
int nrows,ncols; // blockmap dimensions
linelist_t **blocklists=NULL; // array of pointers to lists of lines
int *blockcount=NULL; // array of counters of line lists
int *blockdone=NULL; // array keeping track of blocks/line
int NBlocks; // number of cells = nrows*ncols
long linetotal=0; // total length of all blocklists
int i,j;
int map_minx=INT_MAX; // init for map limits search
int map_miny=INT_MAX;
int map_maxx=INT_MIN;
int map_maxy=INT_MIN;
// scan for map limits, which the blockmap must enclose
for (i=0;i<numvertexes;i++)
{
fixed_t t;
if ((t=vertexes[i].x) < map_minx)
map_minx = t;
else if (t > map_maxx)
map_maxx = t;
if ((t=vertexes[i].y) < map_miny)
map_miny = t;
else if (t > map_maxy)
map_maxy = t;
}
map_minx >>= FRACBITS; // work in map coords, not fixed_t
map_maxx >>= FRACBITS;
map_miny >>= FRACBITS;
map_maxy >>= FRACBITS;
// set up blockmap area to enclose level plus margin
xorg = map_minx-blkmargin;
yorg = map_miny-blkmargin;
ncols = (map_maxx+blkmargin-xorg+1+blkmask)>>blkshift; //jff 10/12/98
nrows = (map_maxy+blkmargin-yorg+1+blkmask)>>blkshift; //+1 needed for
NBlocks = ncols*nrows; //map exactly 1 cell
// create the array of pointers on NBlocks to blocklists
// also create an array of linelist counts on NBlocks
// finally make an array in which we can mark blocks done per line
// CPhipps - calloc's
blocklists = calloc(NBlocks,sizeof(linelist_t *));
blockcount = calloc(NBlocks,sizeof(int));
blockdone = malloc(NBlocks*sizeof(int));
// initialize each blocklist, and enter the trailing -1 in all blocklists
// note the linked list of lines grows backwards
for (i=0;i<NBlocks;i++)
{
blocklists[i] = malloc(sizeof(linelist_t));
blocklists[i]->num = -1;
blocklists[i]->next = NULL;
blockcount[i]++;
}
// For each linedef in the wad, determine all blockmap blocks it touches,
// and add the linedef number to the blocklists for those blocks
for (i=0;i<numlines;i++)
{
int x1 = lines[i].v1->x>>FRACBITS; // lines[i] map coords
int y1 = lines[i].v1->y>>FRACBITS;
int x2 = lines[i].v2->x>>FRACBITS;
int y2 = lines[i].v2->y>>FRACBITS;
int dx = x2-x1;
int dy = y2-y1;
int vert = !dx; // lines[i] slopetype
int horiz = !dy;
int spos = (dx^dy) > 0;
int sneg = (dx^dy) < 0;
int bx,by; // block cell coords
int minx = x1>x2? x2 : x1; // extremal lines[i] coords
int maxx = x1>x2? x1 : x2;
int miny = y1>y2? y2 : y1;
int maxy = y1>y2? y1 : y2;
// no blocks done for this linedef yet
memset(blockdone,0,NBlocks*sizeof(int));
// The line always belongs to the blocks containing its endpoints
bx = (x1-xorg)>>blkshift;
by = (y1-yorg)>>blkshift;
AddBlockLine(blocklists,blockcount,blockdone,by*ncols+bx,i);
bx = (x2-xorg)>>blkshift;
by = (y2-yorg)>>blkshift;
AddBlockLine(blocklists,blockcount,blockdone,by*ncols+bx,i);
// For each column, see where the line along its left edge, which
// it contains, intersects the Linedef i. Add i to each corresponding
// blocklist.
if (!vert) // don't interesect vertical lines with columns
{
for (j=0;j<ncols;j++)
{
// intersection of Linedef with x=xorg+(j<<blkshift)
// (y-y1)*dx = dy*(x-x1)
// y = dy*(x-x1)+y1*dx;
int x = xorg+(j<<blkshift); // (x,y) is intersection
int y = (dy*(x-x1))/dx+y1;
int yb = (y-yorg)>>blkshift; // block row number
int yp = (y-yorg)&blkmask; // y position within block
if (yb<0 || yb>nrows-1) // outside blockmap, continue
continue;
if (x<minx || x>maxx) // line doesn't touch column
continue;
// The cell that contains the intersection point is always added
AddBlockLine(blocklists,blockcount,blockdone,ncols*yb+j,i);
// if the intersection is at a corner it depends on the slope
// (and whether the line extends past the intersection) which
// blocks are hit
if (yp==0) // intersection at a corner
{
if (sneg) // \ - blocks x,y-, x-,y
{
if (yb>0 && miny<y)
AddBlockLine(blocklists,blockcount,blockdone,ncols*(yb-1)+j,i);
if (j>0 && minx<x)
AddBlockLine(blocklists,blockcount,blockdone,ncols*yb+j-1,i);
}
else if (spos) // / - block x-,y-
{
if (yb>0 && j>0 && minx<x)
AddBlockLine(blocklists,blockcount,blockdone,ncols*(yb-1)+j-1,i);
}
else if (horiz) // - - block x-,y
{
if (j>0 && minx<x)
AddBlockLine(blocklists,blockcount,blockdone,ncols*yb+j-1,i);
}
}
else if (j>0 && minx<x) // else not at corner: x-,y
AddBlockLine(blocklists,blockcount,blockdone,ncols*yb+j-1,i);
}
}
// For each row, see where the line along its bottom edge, which
// it contains, intersects the Linedef i. Add i to all the corresponding
// blocklists.
if (!horiz)
{
for (j=0;j<nrows;j++)
{
// intersection of Linedef with y=yorg+(j<<blkshift)
// (x,y) on Linedef i satisfies: (y-y1)*dx = dy*(x-x1)
// x = dx*(y-y1)/dy+x1;
int y = yorg+(j<<blkshift); // (x,y) is intersection
int x = (dx*(y-y1))/dy+x1;
int xb = (x-xorg)>>blkshift; // block column number
int xp = (x-xorg)&blkmask; // x position within block
if (xb<0 || xb>ncols-1) // outside blockmap, continue
continue;
if (y<miny || y>maxy) // line doesn't touch row
continue;
// The cell that contains the intersection point is always added
AddBlockLine(blocklists,blockcount,blockdone,ncols*j+xb,i);
// if the intersection is at a corner it depends on the slope
// (and whether the line extends past the intersection) which
// blocks are hit
if (xp==0) // intersection at a corner
{
if (sneg) // \ - blocks x,y-, x-,y
{
if (j>0 && miny<y)
AddBlockLine(blocklists,blockcount,blockdone,ncols*(j-1)+xb,i);
if (xb>0 && minx<x)
AddBlockLine(blocklists,blockcount,blockdone,ncols*j+xb-1,i);
}
else if (vert) // | - block x,y-
{
if (j>0 && miny<y)
AddBlockLine(blocklists,blockcount,blockdone,ncols*(j-1)+xb,i);
}
else if (spos) // / - block x-,y-
{
if (xb>0 && j>0 && miny<y)
AddBlockLine(blocklists,blockcount,blockdone,ncols*(j-1)+xb-1,i);
}
}
else if (j>0 && miny<y) // else not on a corner: x,y-
AddBlockLine(blocklists,blockcount,blockdone,ncols*(j-1)+xb,i);
}
}
}
// Add initial 0 to all blocklists
// count the total number of lines (and 0's and -1's)
memset(blockdone,0,NBlocks*sizeof(int));
for (i=0,linetotal=0;i<NBlocks;i++)
{
AddBlockLine(blocklists,blockcount,blockdone,i,0);
linetotal += blockcount[i];
}
// Create the blockmap lump
blockmaplump = Z_Malloc(sizeof(*blockmaplump) * (4+NBlocks+linetotal),
PU_LEVEL, 0);
// blockmap header
blockmaplump[0] = bmaporgx = xorg << FRACBITS;
blockmaplump[1] = bmaporgy = yorg << FRACBITS;
blockmaplump[2] = bmapwidth = ncols;
blockmaplump[3] = bmapheight = nrows;
// offsets to lists and block lists
for (i=0;i<NBlocks;i++)
{
linelist_t *bl = blocklists[i];
long offs = blockmaplump[4+i] = // set offset to block's list
(i? blockmaplump[4+i-1] : 4+NBlocks) + (i? blockcount[i-1] : 0);
// add the lines in each block's list to the blockmaplump
// delete each list node as we go
while (bl)
{
linelist_t *tmp = bl->next;
blockmaplump[offs++] = bl->num;
free(bl);
bl = tmp;
}
}
// free all temporary storage
free (blocklists);
free (blockcount);
free (blockdone);
}
// jff 10/6/98
// End new code added to speed up calculation of internal blockmap
//
// P_LoadBlockMap
//
// killough 3/1/98: substantially modified to work
// towards removing blockmap limit (a wad limitation)
//
// killough 3/30/98: Rewritten to remove blockmap limit,
// though current algorithm is brute-force and unoptimal.
//
static void P_LoadBlockMap (int lump)
{
long count;
if (M_CheckParm("-blockmap") || (count = W_LumpLength(lump)/2) >= 0x10000)
P_CreateBlockMap();
else
{
long i;
// cph - const*, wad lump handling updated
const short *wadblockmaplump = W_CacheLumpNum(lump);
blockmaplump = Z_Malloc(sizeof(*blockmaplump) * count, PU_LEVEL, 0);
// killough 3/1/98: Expand wad blockmap into larger internal one,
// by treating all offsets except -1 as unsigned and zero-extending
// them. This potentially doubles the size of blockmaps allowed,
// because Doom originally considered the offsets as always signed.
blockmaplump[0] = SHORT(wadblockmaplump[0]);
blockmaplump[1] = SHORT(wadblockmaplump[1]);
blockmaplump[2] = (long)(SHORT(wadblockmaplump[2])) & 0xffff;
blockmaplump[3] = (long)(SHORT(wadblockmaplump[3])) & 0xffff;
for (i=4 ; i<count ; i++)
{
short t = SHORT(wadblockmaplump[i]); // killough 3/1/98
blockmaplump[i] = t == -1 ? -1l : (long) t & 0xffff;
}
W_UnlockLumpNum(lump); // cph - unlock the lump
bmaporgx = blockmaplump[0]<<FRACBITS;
bmaporgy = blockmaplump[1]<<FRACBITS;
bmapwidth = blockmaplump[2];
bmapheight = blockmaplump[3];
}
// clear out mobj chains - CPhipps - use calloc
blocklinks = Z_Calloc (bmapwidth*bmapheight,sizeof(*blocklinks),PU_LEVEL,0);
blockmap = blockmaplump+4;
}
//
// P_GroupLines
// Builds sector line lists and subsector sector numbers.
// Finds block bounding boxes for sectors.
//
// killough 5/3/98: reformatted, cleaned up
// cph 18/8/99: rewritten to avoid O(numlines * numsectors) section
// It makes things more complicated, but saves seconds on big levels
// figgi 09/18/00 -- adapted for gl-nodes
// cph - convenient sub-function
static void P_AddLineToSector(line_t* li, sector_t* sector)
{
fixed_t *bbox = (void*)sector->blockbox;
sector->lines[sector->linecount++] = li;
M_AddToBox (bbox, li->v1->x, li->v1->y);
M_AddToBox (bbox, li->v2->x, li->v2->y);
}
void P_GroupLines (void)
{
register line_t *li;
register sector_t *sector;
int i,j, total = numlines;
// figgi
for (i=0 ; i<numsubsectors ; i++)
{
seg_t *seg = &segs[subsectors[i].firstline];
subsectors[i].sector = NULL;
for(j=0; j<subsectors[i].numlines; j++)
{
if(seg->sidedef)
{
subsectors[i].sector = seg->sidedef->sector;
break;
}
seg++;
}
if(subsectors[i].sector == NULL)
I_Error("P_GroupLines: Subsector a part of no sector!\n");
}
// count number of lines in each sector
for (i=0,li=lines; i<numlines; i++, li++)
{
li->frontsector->linecount++;
if (li->backsector && li->backsector != li->frontsector)
{
li->backsector->linecount++;
total++;
}
}
{ // allocate line tables for each sector
line_t **linebuffer = Z_Malloc(total*sizeof(line_t *), PU_LEVEL, 0);
for (i=0, sector = sectors; i<numsectors; i++, sector++)
{
sector->lines = linebuffer;
linebuffer += sector->linecount;
sector->linecount = 0;
M_ClearBox(sector->blockbox);
}
}
// Enter those lines
for (i=0,li=lines; i<numlines; i++, li++)
{
P_AddLineToSector(li, li->frontsector);
if (li->backsector && li->backsector != li->frontsector)
P_AddLineToSector(li, li->backsector);
}
for (i=0, sector = sectors; i<numsectors; i++, sector++)
{
fixed_t *bbox = (void*)sector->blockbox; // cph - For convenience, so
// I can sue the old code unchanged
int block;
// 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;
}
}
//
// killough 10/98
//
// Remove slime trails.
//
// Slime trails are inherent to Doom's coordinate system -- i.e. there is
// nothing that a node builder can do to prevent slime trails ALL of the time,
// because it's a product of the integer coodinate system, and just because
// two lines pass through exact integer coordinates, doesn't necessarily mean
// that they will intersect at integer coordinates. Thus we must allow for
// fractional coordinates if we are to be able to split segs with node lines,
// as a node builder must do when creating a BSP tree.
//
// A wad file does not allow fractional coordinates, so node builders are out
// of luck except that they can try to limit the number of splits (they might
// also be able to detect the degree of roundoff error and try to avoid splits
// with a high degree of roundoff error). But we can use fractional coordinates
// here, inside the engine. It's like the difference between square inches and
// square miles, in terms of granularity.
//
// For each vertex of every seg, check to see whether it's also a vertex of
// the linedef associated with the seg (i.e, it's an endpoint). If it's not
// an endpoint, and it wasn't already moved, move the vertex towards the
// linedef by projecting it using the law of cosines. Formula:
//
// 2 2 2 2
// dx x0 + dy x1 + dx dy (y0 - y1) dy y0 + dx y1 + dx dy (x0 - x1)
// {---------------------------------, ---------------------------------}
// 2 2 2 2
// dx + dy dx + dy
//
// (x0,y0) is the vertex being moved, and (x1,y1)-(x1+dx,y1+dy) is the
// reference linedef.
//
// Segs corresponding to orthogonal linedefs (exactly vertical or horizontal
// linedefs), which comprise at least half of all linedefs in most wads, don't
// need to be considered, because they almost never contribute to slime trails
// (because then any roundoff error is parallel to the linedef, which doesn't
// cause slime). Skipping simple orthogonal lines lets the code finish quicker.
//
// Please note: This section of code is not interchangable with TeamTNT's
// code which attempts to fix the same problem.
//
// Firelines (TM) is a Rezistered Trademark of MBF Productions
//
void P_RemoveSlimeTrails(void) // killough 10/98
{
byte *hit = calloc(1, numvertexes); // Hitlist for vertices
int i;
for (i=0; i<numsegs; i++) // Go through each seg
{
const line_t *l;
if (segs[i].miniseg == true) //figgi -- skip minisegs
return;
l = segs[i].linedef; // The parent linedef
if (l->dx && l->dy) // We can ignore orthogonal lines
{
vertex_t *v = segs[i].v1;
do
if (!hit[v - vertexes]) // If we haven't processed vertex
{
hit[v - vertexes] = 1; // Mark this vertex as processed
if (v != l->v1 && v != l->v2) // Exclude endpoints of linedefs
{ // Project the vertex back onto the parent linedef
int_64_t dx2 = (l->dx >> FRACBITS) * (l->dx >> FRACBITS);
int_64_t dy2 = (l->dy >> FRACBITS) * (l->dy >> FRACBITS);
int_64_t dxy = (l->dx >> FRACBITS) * (l->dy >> FRACBITS);
int_64_t s = dx2 + dy2;
int x0 = v->x, y0 = v->y, x1 = l->v1->x, y1 = l->v1->y;
v->x = (int)((dx2 * x0 + dy2 * x1 + dxy * (y0 - y1)) / s);
v->y = (int)((dy2 * y0 + dx2 * y1 + dxy * (x0 - x1)) / s);
}
} // Obsfucated C contest entry: :)
while ((v != segs[i].v2) && (v = segs[i].v2));
}
}
free(hit);
}
//
// P_SetupLevel
//
// killough 5/3/98: reformatted, cleaned up
void P_SetupLevel(int episode, int map, int playermask, skill_t skill)
{
(void)playermask;
(void)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);
if (rejectlump != -1) { // cph - unlock the reject table
W_UnlockLumpNum(rejectlump);
rejectlump = -1;
}
P_InitThinkers();
// if working with a devlopment map, reload it
// W_Reload (); killough 1/31/98: W_Reload obsolete
// find map name
if (gamemode == commercial)
{
if (map<10)
snprintf (lumpname,sizeof(lumpname),"map0%d", map);
else
snprintf (lumpname,sizeof(lumpname),"map%d", map);
}
else
{
snprintf(lumpname,sizeof(lumpname), "E%dM%d", episode, map); // killough 1/24/98: simplify
}
lumpnum = W_GetNumForName(lumpname);
leveltime = 0;
// note: most of this ordering is important
// killough 3/1/98: P_LoadBlockMap call moved down to below
// killough 4/4/98: split load of sidedefs into two parts,
// to allow texture names to be used in special linedefs
usingGLNodes = false;
P_LoadVertexes (lumpnum+ML_VERTEXES);
P_LoadSectors (lumpnum+ML_SECTORS);
P_LoadSideDefs (lumpnum+ML_SIDEDEFS);
P_LoadLineDefs (lumpnum+ML_LINEDEFS);
P_LoadSideDefs2 (lumpnum+ML_SIDEDEFS);
P_LoadLineDefs2 (lumpnum+ML_LINEDEFS);
P_LoadBlockMap (lumpnum+ML_BLOCKMAP);
P_LoadSubsectors(lumpnum + ML_SSECTORS);
P_LoadNodes(lumpnum + ML_NODES);
P_LoadSegs(lumpnum + ML_SEGS);
if (rejectlump != -1)
W_UnlockLumpNum(rejectlump);
rejectlump = lumpnum+ML_REJECT;
{
int rjlen = W_LumpLength(rejectlump);
int rjreq = (numsectors*numsectors+7)/8;
if (rjlen < rjreq) {
printf("P_SetupLevel: REJECT too short (%d<%d) - padded\n",rjlen,rjreq);
rejectmatrix = W_CacheLumpNumPadded(rejectlump,rjreq,0xff);
} else {
rejectmatrix = W_CacheLumpNum(rejectlump);
}
}
P_GroupLines();
P_RemoveSlimeTrails(); // killough 10/98: remove slime trails from wad
// Note: you don't need to clear player queue slots --
// a much simpler fix is in g_game.c -- killough 10/98
bodyqueslot = 0;
deathmatch_p = deathmatchstarts;
P_MapStart();
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);
}
// killough 3/26/98: Spawn icon landings:
if (gamemode==commercial)
P_SpawnBrainTargets();
// clear special respawning que
iquehead = iquetail = 0;
// set up world state
P_SpawnSpecials();
P_MapEnd();
// preload graphics
if (precache)
R_PrecacheLevel();
}
//
// P_Init
//
void P_Init (void)
{
P_InitSwitchList();
P_InitPicAnims();
R_InitSprites(sprnames);
}