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authorDave Chapman <dave@dchapman.com>2006-03-28 15:44:01 +0000
committerDave Chapman <dave@dchapman.com>2006-03-28 15:44:01 +0000
commit47f4a458d636a889e955e68f896708f1276febc0 (patch)
tree99f770c02ef606f0abbdcd332ac39e69830d8007 /apps/plugins/doom/p_setup.c
parentfff7d6157d56f233cad5c2003475e47a5ff809a7 (diff)
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Patch #2969 - Doom! Currently only working on the H300.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins/doom/p_setup.c')
-rw-r--r--apps/plugins/doom/p_setup.c1255
1 files changed, 1255 insertions, 0 deletions
diff --git a/apps/plugins/doom/p_setup.c b/apps/plugins/doom/p_setup.c
new file mode 100644
index 0000000..d40372d
--- /dev/null
+++ b/apps/plugins/doom/p_setup.c
@@ -0,0 +1,1255 @@
+/* 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);
+}