p_setup.c
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上传日期:2021-05-12
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文件大小:16k
源码类别:
射击游戏
开发平台:
Visual C++
- // 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"
- char MsgText[256];
- void WriteDebug(char *);
- 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;
- }
- }
- void WriteDebug(char *);
- //
- // 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%xn", Z_FreeMemory());
- }
- //
- // P_Init
- //
- void P_Init (void)
- {
- P_InitSwitchList ();
- P_InitPicAnims ();
- R_InitSprites (sprnames);
- }