ref: 655efea65ce66230dd62ce1a9bfcec22ba276f35
dir: /Game/src/premap.c/
//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D 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. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "duke3d.h" #include "cache1d.h" extern char everyothertime; short which_palookup = 9; static void tloadtile(short tilenume) { gotpic[tilenume>>3] |= (1<<(tilenume&7)); } void cachespritenum(short i) { char maxc; short j; if(ud.monsters_off && badguy(&sprite[i])) return; maxc = 1; switch(PN) { case HYDRENT: tloadtile(BROKEFIREHYDRENT); for(j = TOILETWATER; j < (TOILETWATER+4); j++) if(waloff[j] == 0) tloadtile(j); break; case TOILET: tloadtile(TOILETBROKE); for(j = TOILETWATER; j < (TOILETWATER+4); j++) if(waloff[j] == 0) tloadtile(j); break; case STALL: tloadtile(STALLBROKE); for(j = TOILETWATER; j < (TOILETWATER+4); j++) if(waloff[j] == 0) tloadtile(j); break; case RUBBERCAN: maxc = 2; break; case TOILETWATER: maxc = 4; break; case FEMPIC1: maxc = 44; break; case LIZTROOP: case LIZTROOPRUNNING: case LIZTROOPSHOOT: case LIZTROOPJETPACK: case LIZTROOPONTOILET: case LIZTROOPDUCKING: for(j = LIZTROOP; j < (LIZTROOP+72); j++) if(waloff[j] == 0) tloadtile(j); for(j=HEADJIB1;j<LEGJIB1+3;j++) if(waloff[j] == 0) tloadtile(j); maxc = 0; break; case WOODENHORSE: maxc = 5; for(j = HORSEONSIDE; j < (HORSEONSIDE+4); j++) if(waloff[j] == 0) tloadtile(j); break; case NEWBEAST: case NEWBEASTSTAYPUT: maxc = 90; break; case BOSS1: case BOSS2: case BOSS3: maxc = 30; break; case OCTABRAIN: case OCTABRAINSTAYPUT: case COMMANDER: case COMMANDERSTAYPUT: maxc = 38; break; case RECON: maxc = 13; break; case PIGCOP: case PIGCOPDIVE: maxc = 61; break; case SHARK: maxc = 30; break; case LIZMAN: case LIZMANSPITTING: case LIZMANFEEDING: case LIZMANJUMP: for(j=LIZMANHEAD1;j<LIZMANLEG1+3;j++) if(waloff[j] == 0) tloadtile(j); maxc = 80; break; case APLAYER: maxc = 0; if(ud.multimode > 1) { maxc = 5; for(j = 1420;j < 1420+106; j++) if(waloff[j] == -1) tloadtile(j); } break; case ATOMICHEALTH: maxc = 14; break; case DRONE: maxc = 10; break; case EXPLODINGBARREL: case SEENINE: case OOZFILTER: maxc = 3; break; case NUKEBARREL: case CAMERA1: maxc = 5; break; } for(j = PN; j < (PN+maxc); j++) if(waloff[j] == 0) tloadtile(j); } void cachegoodsprites(void) { short i; if(ud.screen_size >= 8) { if(waloff[BOTTOMSTATUSBAR] == 0) tloadtile(BOTTOMSTATUSBAR); if( ud.multimode > 1) { if(waloff[FRAGBAR] == 0) tloadtile(FRAGBAR); for(i=MINIFONT;i<MINIFONT+63;i++) if(waloff[i] == 0) tloadtile(i); } } tloadtile(VIEWSCREEN); for(i=STARTALPHANUM;i<ENDALPHANUM+1;i++) if (waloff[i] == 0) tloadtile(i); for(i=FOOTPRINTS;i<FOOTPRINTS+3;i++) if (waloff[i] == 0) tloadtile(i); for( i = BIGALPHANUM; i < BIGALPHANUM+82; i++) if(waloff[i] == 0) tloadtile(i); for( i = BURNING; i < BURNING+14; i++) if(waloff[i] == 0) tloadtile(i); for( i = BURNING2; i < BURNING2+14; i++) if(waloff[i] == 0) tloadtile(i); for( i = CRACKKNUCKLES; i < CRACKKNUCKLES+4; i++) if(waloff[i] == 0) tloadtile(i); for( i = FIRSTGUN; i < FIRSTGUN+3 ; i++ ) if(waloff[i] == 0) tloadtile(i); for( i = EXPLOSION2; i < EXPLOSION2+21 ; i++ ) if(waloff[i] == 0) tloadtile(i); tloadtile(BULLETHOLE); for( i = FIRSTGUNRELOAD; i < FIRSTGUNRELOAD+8 ; i++ ) if(waloff[i] == 0) tloadtile(i); tloadtile(FOOTPRINTS); for( i = JIBS1; i < (JIBS5+5); i++) if(waloff[i] == 0) tloadtile(i); for( i = SCRAP1; i < (SCRAP1+19); i++) if(waloff[i] == 0) tloadtile(i); for( i = SMALLSMOKE; i < (SMALLSMOKE+4); i++) if(waloff[i] == 0) tloadtile(i); } char getsound(unsigned short num) { short fp; long l; if(num >= NUM_SOUNDS || SoundToggle == 0) return 0; if (FXDevice == NumSoundCards) return 0; fp = TCkopen4load(sounds[num],0); if(fp == -1) return 0; l = kfilelength( fp ); soundsiz[num] = l; if( (ud.level_number == 0 && ud.volume_number == 0 && (num == 189 || num == 232 || num == 99 || num == 233 || num == 17 ) ) || ( l < 12288 ) ) { Sound[num].lock = 2; allocache((long *)&Sound[num].ptr,l,&Sound[num].lock); if(Sound[num].ptr != NULL) kread( fp, Sound[num].ptr , l); } kclose( fp ); return 1; } void precachenecessarysounds(void) { short i, j; if (FXDevice == NumSoundCards) return; j = 0; for(i=0;i<NUM_SOUNDS;i++) if(Sound[i].ptr == 0) { j++; if( (j&7) == 0 ) getpackets(); getsound(i); } } void cacheit(void) { short i,j; precachenecessarysounds(); cachegoodsprites(); for(i=0;i<numwalls;i++) if( waloff[wall[i].picnum] == 0 ) { if(waloff[wall[i].picnum] == 0) tloadtile(wall[i].picnum); if(wall[i].overpicnum >= 0 && waloff[wall[i].overpicnum] == 0 ) tloadtile(wall[i].overpicnum); } for(i=0;i<numsectors;i++) { if( waloff[sector[i].floorpicnum] == 0 ) tloadtile( sector[i].floorpicnum ); if( waloff[sector[i].ceilingpicnum] == 0 ) { tloadtile( sector[i].ceilingpicnum ); if( waloff[sector[i].ceilingpicnum] == LA) { tloadtile(LA+1); tloadtile(LA+2); } } j = headspritesect[i]; while(j >= 0) { if(sprite[j].xrepeat != 0 && sprite[j].yrepeat != 0 && (sprite[j].cstat&32768) == 0) if(waloff[sprite[j].picnum] == 0) cachespritenum(j); j = nextspritesect[j]; } } } void docacheit(void) { long i,j; j = 0; for(i=0;i<MAXTILES;i++) if( (gotpic[i>>3]&(1<<(i&7))) && waloff[i] == 0) { loadtile((short)i); j++; if((j&7) == 0) getpackets(); } clearbufbyte(gotpic,sizeof(gotpic),0L); } void xyzmirror(short i,short wn) { if (waloff[wn] == 0) loadtile(wn); setviewtotile(wn,tilesizy[wn],tilesizx[wn]); drawrooms(SX,SY,SZ,SA,100+sprite[i].shade,SECT); display_mirror = 1; animatesprites(SX,SY,SA,65536L); display_mirror = 0; drawmasks(); setviewback(); squarerotatetile(wn); } void vscrn(void) { long ss, x1, x2, y1, y2; if(ud.screen_size < 0) ud.screen_size = 0; else if(ud.screen_size > 63) ud.screen_size = 64; if(ud.screen_size == 0) flushperms(); ss = max(ud.screen_size-8,0); x1 = scale(ss,xdim,160); x2 = xdim-x1; y1 = ss; y2 = 200; y1 += countfragbars(); if (ud.screen_size >= 8) y2 -= (ss+34); y1 = scale(y1,ydim,200); y2 = scale(y2,ydim,200); setview(x1,y1,x2-1,y2-1); pub = NUMPAGES; pus = NUMPAGES; } int countfragbars(void) { long i, j, y = 0; if ( ud.screen_size > 0 && ud.coop != 1 && ud.multimode > 1) { j = 0; for(i=connecthead;i>=0;i=connectpoint2[i]) if(i > j) j = i; if (j >= 1) y += 8; if (j >= 4) y += 8; if (j >= 8) y += 8; if (j >= 12) y += 8; } return(y); } void pickrandomspot(short snum) { struct player_struct *p; short i; p = &ps[snum]; if( ud.multimode > 1 && ud.coop != 1) i = TRAND%numplayersprites; else i = snum; p->bobposx = p->oposx = p->posx = po[i].ox; p->bobposy = p->oposy = p->posy = po[i].oy; p->oposz = p->posz = po[i].oz; p->ang = po[i].oa; p->cursectnum = po[i].os; } void resetplayerstats(short snum) { struct player_struct *p; short i; p = &ps[snum]; ud.show_help = 0; ud.showallmap = 0; p->dead_flag = 0; p->wackedbyactor = -1; p->falling_counter = 0; p->quick_kick = 0; p->subweapon = 0; p->last_full_weapon = 0; p->ftq = 0; p->fta = 0; p->tipincs = 0; p->buttonpalette = 0; p->actorsqu =-1; p->invdisptime = 0; p->refresh_inventory= 0; p->last_pissed_time = 0; p->holster_weapon = 0; p->pycount = 0; p->pyoff = 0; p->opyoff = 0; p->loogcnt = 0; p->angvel = 0; p->weapon_sway = 0; // p->select_dir = 0; p->extra_extra8 = 0; p->show_empty_weapon= 0; p->dummyplayersprite=-1; p->crack_time = 0; p->hbomb_hold_delay = 0; p->transporter_hold = 0; p->wantweaponfire = -1; p->hurt_delay = 0; p->footprintcount = 0; p->footprintpal = 0; p->footprintshade = 0; p->jumping_toggle = 0; p->ohoriz = p->horiz= 140; p->horizoff = 0; p->bobcounter = 0; p->on_ground = 0; p->player_par = 0; p->return_to_center = 9; p->airleft = 15*26; p->rapid_fire_hold = 0; p->toggle_key_flag = 0; p->access_spritenum = -1; if(ud.multimode > 1 && ud.coop != 1 ) p->got_access = 7; else p->got_access = 0; p->random_club_frame= 0; pus = 1; p->on_warping_sector = 0; p->spritebridge = 0; p->palette = (char *) &palette[0]; if(p->steroids_amount < 400 ) { p->steroids_amount = 0; p->inven_icon = 0; } p->heat_on = 0; p->jetpack_on = 0; p->holoduke_on = -1; p->look_ang = 512 - ((ud.level_number&1)<<10); p->rotscrnang = 0; p->newowner =-1; p->jumping_counter = 0; p->hard_landing = 0; p->posxv = 0; p->posyv = 0; p->poszv = 0; fricxv = 0; fricyv = 0; p->somethingonplayer =-1; p->one_eighty_count = 0; p->cheat_phase = 0; p->on_crane = -1; if(p->curr_weapon == PISTOL_WEAPON) p->kickback_pic = 5; else p->kickback_pic = 0; p->weapon_pos = 6; p->walking_snd_toggle= 0; p->weapon_ang = 0; p->knuckle_incs = 1; p->fist_incs = 0; p->knee_incs = 0; p->jetpack_on = 0; setpal(p); p->weaponautoswitch = 0; p->auto_aim = 2; p->fakeplayer = 0; } void resetweapons(short snum) { short weapon; struct player_struct *p; p = &ps[snum]; for ( weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++ ) p->gotweapon[weapon] = 0; for ( weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++ ) p->ammo_amount[weapon] = 0; p->weapon_pos = 6; p->kickback_pic = 5; p->curr_weapon = PISTOL_WEAPON; p->gotweapon[PISTOL_WEAPON] = 1; p->gotweapon[KNEE_WEAPON] = 1; p->ammo_amount[PISTOL_WEAPON] = 48; p->gotweapon[HANDREMOTE_WEAPON] = 1; p->last_weapon = -1; p->show_empty_weapon= 0; p->last_pissed_time = 0; p->holster_weapon = 0; } void resetinventory(short snum) { struct player_struct *p; short i; p = &ps[snum]; p->inven_icon = 0; p->boot_amount = 0; p->scuba_on = 0;p->scuba_amount = 0; p->heat_amount = 0;p->heat_on = 0; p->jetpack_on = 0;p->jetpack_amount = 0; p->shield_amount = max_armour_amount; p->holoduke_on = -1; p->holoduke_amount = 0; p->firstaid_amount = 0; p->steroids_amount = 0; p->inven_icon = 0; } void resetprestat(short snum,char g) { struct player_struct *p; short i; p = &ps[snum]; spriteqloc = 0; for(i=0;i<spriteqamount;i++) spriteq[i] = -1; p->hbomb_on = 0; p->cheat_phase = 0; p->pals_time = 0; p->toggle_key_flag = 0; p->secret_rooms = 0; p->max_secret_rooms = 0; p->actors_killed = 0; p->max_actors_killed = 0; p->lastrandomspot = 0; p->weapon_pos = 6; p->kickback_pic = 5; p->last_weapon = -1; p->weapreccnt = 0; p->show_empty_weapon= 0; p->holster_weapon = 0; p->last_pissed_time = 0; p->one_parallax_sectnum = -1; p->visibility = ud.const_visibility; screenpeek = myconnectindex; numanimwalls = 0; numcyclers = 0; animatecnt = 0; parallaxtype = 0; randomseed = 17L; ud.pause_on = 0; ud.camerasprite =-1; ud.eog = 0; tempwallptr = 0; camsprite =-1; earthquaketime = 0; numinterpolations = 0; startofdynamicinterpolations = 0; if( ( (g&MODE_EOL) != MODE_EOL && numplayers < 2) || (ud.coop != 1 && numplayers > 1) ) { resetweapons(snum); resetinventory(snum); } else if(p->curr_weapon == HANDREMOTE_WEAPON) { p->ammo_amount[HANDBOMB_WEAPON]++; p->curr_weapon = HANDBOMB_WEAPON; } p->timebeforeexit = 0; p->customexitsound = 0; } void setupbackdrop(short sky) { short i; for(i=0;i<MAXPSKYTILES;i++) pskyoff[i]=0; if(parallaxyscale != 65536L) parallaxyscale = 32768; switch(sky) { case CLOUDYOCEAN: parallaxyscale = 65536L; break; case MOONSKY1 : pskyoff[6]=1; pskyoff[1]=2; pskyoff[4]=2; pskyoff[2]=3; break; case BIGORBIT1: // orbit pskyoff[5]=1; pskyoff[6]=2; pskyoff[7]=3; pskyoff[2]=4; break; case LA: parallaxyscale = 16384+1024; pskyoff[0]=1; pskyoff[1]=2; pskyoff[2]=1; pskyoff[3]=3; pskyoff[4]=4; pskyoff[5]=0; pskyoff[6]=2; pskyoff[7]=3; break; } pskybits=3; } void prelevel(char g) { short i, nexti, j, startwall, endwall, lotaglist; short lotags[65]; clearbufbyte(show2dsector,sizeof(show2dsector),0L); clearbufbyte(show2dwall,sizeof(show2dwall),0L); clearbufbyte(show2dsprite,sizeof(show2dsprite),0L); resetprestat(0,g); numclouds = 0; for(i=0;i<numsectors;i++) { sector[i].extra = 256; switch(sector[i].lotag) { case 20: case 22: if( sector[i].floorz > sector[i].ceilingz) sector[i].lotag |= 32768; continue; } if(sector[i].ceilingstat&1) { if(waloff[sector[i].ceilingpicnum] == 0) { if(sector[i].ceilingpicnum == LA) for(j=0;j<5;j++) if(waloff[sector[i].ceilingpicnum+j] == 0) tloadtile(sector[i].ceilingpicnum+j); } setupbackdrop(sector[i].ceilingpicnum); if(sector[i].ceilingpicnum == CLOUDYSKIES && numclouds < 127) clouds[numclouds++] = i; if(ps[0].one_parallax_sectnum == -1) ps[0].one_parallax_sectnum = i; } if(sector[i].lotag == 32767) //Found a secret room { ps[0].max_secret_rooms++; continue; } if(sector[i].lotag == -1) { ps[0].exitx = wall[sector[i].wallptr].x; ps[0].exity = wall[sector[i].wallptr].y; continue; } } i = headspritestat[0]; while(i >= 0) { nexti = nextspritestat[i]; if(sprite[i].lotag == -1 && (sprite[i].cstat&16) ) { ps[0].exitx = SX; ps[0].exity = SY; } else switch(PN) { case GPSPEED: sector[SECT].extra = SLT; deletesprite(i); break; case CYCLER: if(numcyclers >= MAXCYCLERS) gameexit("\nToo many cycling sectors."); cyclers[numcyclers][0] = SECT; cyclers[numcyclers][1] = SLT; cyclers[numcyclers][2] = SS; cyclers[numcyclers][3] = sector[SECT].floorshade; cyclers[numcyclers][4] = SHT; cyclers[numcyclers][5] = (SA == 1536); numcyclers++; deletesprite(i); break; } i = nexti; } for(i=0;i < MAXSPRITES;i++) { if(sprite[i].statnum < MAXSTATUS) { if(PN == SECTOREFFECTOR && SLT == 14) continue; spawn(-1,i); } } for(i=0;i < MAXSPRITES;i++) if(sprite[i].statnum < MAXSTATUS) { if( PN == SECTOREFFECTOR && SLT == 14 ) spawn(-1,i); } lotaglist = 0; i = headspritestat[0]; while(i >= 0) { switch(PN) { case DIPSWITCH: case DIPSWITCH2: case ACCESSSWITCH: case PULLSWITCH: case HANDSWITCH: case SLOTDOOR: case LIGHTSWITCH: case SPACELIGHTSWITCH: case SPACEDOORSWITCH: case FRANKENSTINESWITCH: case LIGHTSWITCH2: case POWERSWITCH1: case LOCKSWITCH1: case POWERSWITCH2: break; case DIPSWITCH+1: case DIPSWITCH2+1: case PULLSWITCH+1: case HANDSWITCH+1: case SLOTDOOR+1: case LIGHTSWITCH+1: case SPACELIGHTSWITCH+1: case SPACEDOORSWITCH+1: case FRANKENSTINESWITCH+1: case LIGHTSWITCH2+1: case POWERSWITCH1+1: case LOCKSWITCH1+1: case POWERSWITCH2+1: for(j=0;j<lotaglist;j++) if( SLT == lotags[j] ) break; if( j == lotaglist ) { lotags[lotaglist] = SLT; lotaglist++; if(lotaglist > 64) gameexit("\nToo many switches (64 max)."); j = headspritestat[3]; while(j >= 0) { if(sprite[j].lotag == 12 && sprite[j].hitag == SLT) hittype[j].temp_data[0] = 1; j = nextspritestat[j]; } } break; } i = nextspritestat[i]; } mirrorcnt = 0; for( i = 0; i < numwalls; i++ ) { walltype *wal; wal = &wall[i]; if(wal->overpicnum == MIRROR && (wal->cstat&32) != 0) { j = wal->nextsector; if(mirrorcnt > 63) gameexit("\nToo many mirrors (64 max.)"); if ( (j >= 0) && sector[j].ceilingpicnum != MIRROR ) { sector[j].ceilingpicnum = MIRROR; sector[j].floorpicnum = MIRROR; mirrorwall[mirrorcnt] = i; mirrorsector[mirrorcnt] = j; mirrorcnt++; continue; } } if(numanimwalls >= MAXANIMWALLS) gameexit("\nToo many 'anim' walls (max 512.)"); animwall[numanimwalls].tag = 0; animwall[numanimwalls].wallnum = 0; switch(wal->overpicnum) { case FANSHADOW: case FANSPRITE: wall->cstat |= 65; animwall[numanimwalls].wallnum = i; numanimwalls++; break; case W_FORCEFIELD: if(waloff[W_FORCEFIELD] == 0) for(j=0;j<3;j++) tloadtile(W_FORCEFIELD+j); case W_FORCEFIELD+1: case W_FORCEFIELD+2: if(wal->shade > 31) wal->cstat = 0; else wal->cstat |= 85+256; if(wal->lotag && wal->nextwall >= 0) wall[wal->nextwall].lotag = wal->lotag; case BIGFORCE: animwall[numanimwalls].wallnum = i; numanimwalls++; continue; } wal->extra = -1; switch(wal->picnum) { case WATERTILE2: for(j=0;j<3;j++) if(waloff[wal->picnum+j] == 0) tloadtile(wal->picnum+j); break; case TECHLIGHT2: case TECHLIGHT4: if(waloff[wal->picnum] == 0) tloadtile(wal->picnum); break; case W_TECHWALL1: case W_TECHWALL2: case W_TECHWALL3: case W_TECHWALL4: animwall[numanimwalls].wallnum = i; // animwall[numanimwalls].tag = -1; numanimwalls++; break; case SCREENBREAK6: case SCREENBREAK7: case SCREENBREAK8: if(waloff[SCREENBREAK6] == 0) for(j=SCREENBREAK6;j<SCREENBREAK9;j++) tloadtile(j); animwall[numanimwalls].wallnum = i; animwall[numanimwalls].tag = -1; numanimwalls++; break; case FEMPIC1: case FEMPIC2: case FEMPIC3: wal->extra = wal->picnum; animwall[numanimwalls].tag = -1; if(ud.lockout) { if(wal->picnum == FEMPIC1) wal->picnum = BLANKSCREEN; else wal->picnum = SCREENBREAK6; } animwall[numanimwalls].wallnum = i; animwall[numanimwalls].tag = wal->picnum; numanimwalls++; break; case SCREENBREAK1: case SCREENBREAK2: case SCREENBREAK3: case SCREENBREAK4: case SCREENBREAK5: case SCREENBREAK9: case SCREENBREAK10: case SCREENBREAK11: case SCREENBREAK12: case SCREENBREAK13: case SCREENBREAK14: case SCREENBREAK15: case SCREENBREAK16: case SCREENBREAK17: case SCREENBREAK18: case SCREENBREAK19: animwall[numanimwalls].wallnum = i; animwall[numanimwalls].tag = wal->picnum; numanimwalls++; break; } } //Invalidate textures in sector behind mirror for(i=0;i<mirrorcnt;i++) { startwall = sector[mirrorsector[i]].wallptr; endwall = startwall + sector[mirrorsector[i]].wallnum; for(j=startwall;j<endwall;j++) { wall[j].picnum = MIRROR; wall[j].overpicnum = MIRROR; } } } void newgame(char vn,char ln,char sk) { struct player_struct *p = &ps[0]; short i; if(globalskillsound >= 0) while(Sound[globalskillsound].lock>=200); globalskillsound = -1; waitforeverybody(); ready2send = 0; if( ud.m_recstat != 2 && ud.last_level >= 0 && ud.multimode > 1 && ud.coop != 1) dobonus(1); if (ud.showcinematics) if( ln == 0 && vn == 3 && ud.multimode < 2 && ud.lockout == 0) { playmusic(&env_music_fn[1][0]); flushperms(); setview(0,0,xdim-1,ydim-1); clearview(0L); nextpage(); playanm("vol41a.anm",6); clearview(0L); nextpage(); playanm("vol42a.anm",7); // clearview(0L); // nextpage(); playanm("vol43a.anm",9); clearview(0L); nextpage(); FX_StopAllSounds(); } show_shareware = 26*34; ud.level_number = ln; ud.volume_number = vn; ud.player_skill = sk; ud.secretlevel = 0; ud.from_bonus = 0; parallaxyscale = 0; ud.last_level = -1; lastsavedpos = -1; p->zoom = 768; p->gm = 0; if(ud.m_coop != 1) { p->curr_weapon = PISTOL_WEAPON; p->gotweapon[PISTOL_WEAPON] = 1; p->gotweapon[KNEE_WEAPON] = 1; p->ammo_amount[PISTOL_WEAPON] = 48; p->gotweapon[HANDREMOTE_WEAPON] = 1; p->last_weapon = -1; } display_mirror = 0; if(ud.multimode > 1 ) { if(numplayers < 2) { connecthead = 0; for(i=0;i<MAXPLAYERS;i++) connectpoint2[i] = i+1; connectpoint2[ud.multimode-1] = -1; } } else { connecthead = 0; connectpoint2[0] = -1; } } void resetpspritevars(char g) { short i, j, nexti,circ; long firstx,firsty; spritetype *s; char aimmode[MAXPLAYERS]; STATUSBARTYPE tsbar[MAXPLAYERS]; #define BOT_MAX_NAME 20 int bot_used[BOT_MAX_NAME] = { false }; char *bot_names[] = { "* ELASTI", "* ^ZookeM^", "* DOOM", "* DRO", "* NOX", "* EXP", "* SKIPPY", "* BRYZIAN", "* ALI-GUN", "* ADDFAZ", "* TURRICAN", "* PODA", "* EWOLF", "* SOULIANE", "* SPANATOR", "* OVERLORD", "* COWBOYUK", "* JAKS", "* BLUEDRAG", "* MOE{GER}"}; EGS(ps[0].cursectnum,ps[0].posx,ps[0].posy,ps[0].posz, APLAYER,0,0,0,ps[0].ang,0,0,0,10); if(ud.recstat != 2) for(i=0;i<MAXPLAYERS;i++) { aimmode[i] = ps[i].aim_mode; if(ud.multimode > 1 && ud.coop == 1 && ud.last_level >= 0) { for(j=0;j<MAX_WEAPONS;j++) { tsbar[i].ammo_amount[j] = ps[i].ammo_amount[j]; tsbar[i].gotweapon[j] = ps[i].gotweapon[j]; } tsbar[i].shield_amount = ps[i].shield_amount; tsbar[i].curr_weapon = ps[i].curr_weapon; tsbar[i].inven_icon = ps[i].inven_icon; tsbar[i].firstaid_amount = ps[i].firstaid_amount; tsbar[i].steroids_amount = ps[i].steroids_amount; tsbar[i].holoduke_amount = ps[i].holoduke_amount; tsbar[i].jetpack_amount = ps[i].jetpack_amount; tsbar[i].heat_amount = ps[i].heat_amount; tsbar[i].scuba_amount = ps[i].scuba_amount; tsbar[i].boot_amount = ps[i].boot_amount; } } resetplayerstats(0); // reset a player for(i=1;i<MAXPLAYERS;i++) // reset all the others memcpy(&ps[i],&ps[0],sizeof(ps[0])); // FIX_00080: Out Of Synch in demos. Tries recovering OOS in old demos v27/28/29/116/117/118. New: v30/v119. if(numplayers<2 && !(g&MODE_DEMO)) memcpy(ud.wchoice[0],ud.mywchoice,sizeof(ud.mywchoice)); if(g&MODE_DEMO && (ud.playing_demo_rev == BYTEVERSION_27 || ud.playing_demo_rev == BYTEVERSION_28 || ud.playing_demo_rev == BYTEVERSION_29 || ud.playing_demo_rev == BYTEVERSION_116 || ud.playing_demo_rev == BYTEVERSION_117 || ud.playing_demo_rev == BYTEVERSION_118 )) for(i=0; i<ud.multimode; i++) memcpy(ud.wchoice[i],ud.mywchoice,sizeof(ud.mywchoice)); // assuming.... :-( // FIX_00076: Added default names for bots + fixed a "killed <name>" bug in Fakeplayers with AI if(!(g&MODE_DEMO) && numplayers<2 && ud.multimode > 1) for(i=connecthead;i>=0;i=connectpoint2[i]) if (i!=myconnectindex) { memcpy(ud.wchoice[0],ud.mywchoice,sizeof(ud.mywchoice)); // add bot's names do { j = rand()%BOT_MAX_NAME; } while(bot_used[j]); strcpy(ud.user_name[i], bot_names[j]); bot_used[j] = true; ps[i].fakeplayer = 1 + ud.playerai; // = true if fakerplayer. (==2 if AI) } if(ud.recstat != 2) for(i=0;i<MAXPLAYERS;i++) { ps[i].aim_mode = aimmode[i]; if(ud.multimode > 1 && ud.coop == 1 && ud.last_level >= 0) { for(j=0;j<MAX_WEAPONS;j++) { ps[i].ammo_amount[j] = tsbar[i].ammo_amount[j]; ps[i].gotweapon[j] = tsbar[i].gotweapon[j]; } ps[i].shield_amount = tsbar[i].shield_amount; ps[i].curr_weapon = tsbar[i].curr_weapon; ps[i].inven_icon = tsbar[i].inven_icon; ps[i].firstaid_amount = tsbar[i].firstaid_amount; ps[i].steroids_amount= tsbar[i].steroids_amount; ps[i].holoduke_amount = tsbar[i].holoduke_amount; ps[i].jetpack_amount = tsbar[i].jetpack_amount; ps[i].heat_amount = tsbar[i].heat_amount; ps[i].scuba_amount= tsbar[i].scuba_amount; ps[i].boot_amount = tsbar[i].boot_amount; } } numplayersprites = 0; circ = 2048/ud.multimode; which_palookup = 9; j = connecthead; i = headspritestat[10]; while(i >= 0) { nexti = nextspritestat[i]; s = &sprite[i]; if( numplayersprites == MAXPLAYERS) gameexit("\nToo many player sprites (max 16.)"); if(numplayersprites == 0) { firstx = ps[0].posx; firsty = ps[0].posy; } po[numplayersprites].ox = s->x; po[numplayersprites].oy = s->y; po[numplayersprites].oz = s->z; po[numplayersprites].oa = s->ang; po[numplayersprites].os = s->sectnum; numplayersprites++; if(j >= 0) { s->owner = i; s->shade = 0; s->xrepeat = 42; s->yrepeat = 36; s->cstat = 1+256; s->xoffset = 0; s->clipdist = 64; if( (g&MODE_EOL) != MODE_EOL || ps[j].last_extra == 0) { ps[j].last_extra = max_player_health; s->extra = max_player_health; } else s->extra = ps[j].last_extra; s->yvel = j; if(s->pal == 0) { s->pal = ps[j].palookup = which_palookup; which_palookup++; if( which_palookup >= 17 ) which_palookup = 9; } else ps[j].palookup = s->pal; ps[j].i = i; ps[j].frag_ps = j; hittype[i].owner = i; hittype[i].bposx = ps[j].bobposx = ps[j].oposx = ps[j].posx = s->x; hittype[i].bposy = ps[j].bobposy = ps[j].oposy = ps[j].posy = s->y; hittype[i].bposz = ps[j].oposz = ps[j].posz = s->z; ps[j].oang = ps[j].ang = s->ang; updatesector(s->x,s->y,&ps[j].cursectnum); j = connectpoint2[j]; } else deletesprite(i); i = nexti; } } void clearfrags(void) { short i; for(i = 0;i<MAXPLAYERS;i++) ps[i].frag = ps[i].fraggedself = 0; clearbufbyte(&frags[0][0],(MAXPLAYERS*MAXPLAYERS)<<1,0L); } void resettimevars(void) { vel = svel = angvel = horiz = 0; totalclock = 0L; cloudtotalclock = 0L; ototalclock = 0L; lockclock = 0L; ready2send = 1; } void genspriteremaps(void) { long j,fp; signed char look_pos; char *lookfn = "lookup.dat"; char numl; fp = TCkopen4load(lookfn,0); if(fp != -1) kread(fp,(char *)&numl,1); else gameexit("\nERROR: File 'LOOKUP.DAT' not found."); for(j=0;j < numl;j++) { kread(fp,(signed char *)&look_pos,1); kread(fp,tempbuf,256); makepalookup((long)look_pos,tempbuf,0,0,0,1); } kread(fp,&waterpal[0],768); kread(fp,&slimepal[0],768); kread(fp,&titlepal[0],768); kread(fp,&drealms[0],768); kread(fp,&endingpal[0],768); palette[765] = palette[766] = palette[767] = 0; slimepal[765] = slimepal[766] = slimepal[767] = 0; waterpal[765] = waterpal[766] = waterpal[767] = 0; kclose(fp); } void waitforeverybody() { long i; if (numplayers < 2) { //printf("numplayers < 2 (num: %d)\n", numplayers); return; } #ifdef _DEBUG_NETWORKING_ else { printf("numplayers == %d\n", numplayers); } #endif printf("waitforeverybody()\n"); packbuf[0] = 250; for(i=connecthead;i>=0;i=connectpoint2[i]) { if (i != myconnectindex) { sendpacket(i,packbuf,1); } } playerreadyflag[myconnectindex]++; do { _idle(); /* let input queue run... */ getpackets(); for(i=connecthead;i>=0;i=connectpoint2[i]) { if (playerreadyflag[i] < playerreadyflag[myconnectindex]) { break; } } } while (i >= 0); } void dofrontscreens(void) { long tincs,i,j; if(ud.recstat != 2) { ps[myconnectindex].palette = palette; for(j=0;j<63;j+=7) palto(0,0,0,j); i = ud.screen_size; ud.screen_size = 0; vscrn(); clearview(0L); rotatesprite(320<<15,200<<15,65536L,0,LOADSCREEN,0,0,2+8+64,0,0,xdim-1,ydim-1); if( boardfilename[0] != 0 && ud.level_number == 7 && ud.volume_number == 0 ) { menutext(160,90,0,0,"ENTERING USER MAP"); gametextpal(160,90+10,boardfilename,14,2); } else { menutext(160,90,0,0,"ENTERING"); menutext(160,90+16+8,0,0,level_names[(ud.volume_number*11) + ud.level_number]); } nextpage(); for(j=63;j>0;j-=7) palto(0,0,0,j); KB_FlushKeyboardQueue(); ud.screen_size = i; } else { clearview(0L); ps[myconnectindex].palette = palette; palto(0,0,0,0); rotatesprite(320<<15,200<<15,65536L,0,LOADSCREEN,0,0,2+8+64,0,0,xdim-1,ydim-1); menutext(160,105,0,0,"LOADING..."); nextpage(); } } void clearfifo(void) { syncvaltail = 0L; syncvaltottail = 0L; syncstat = 0; bufferjitter = 1; mymaxlag = otherminlag = 0; movefifoplc = movefifosendplc = fakemovefifoplc = 0; avgfvel = avgsvel = avgavel = avghorz = avgbits = 0; otherminlag = mymaxlag = 0; clearbufbyte(myminlag,MAXPLAYERS<<2,0L); clearbufbyte(&loc,sizeof(input),0L); clearbufbyte(&sync[0],sizeof(sync),0L); clearbufbyte(inputfifo,sizeof(input)*MOVEFIFOSIZ*MAXPLAYERS,0L); clearbuf(movefifoend,MAXPLAYERS,0L); clearbuf(syncvalhead,MAXPLAYERS,0L); clearbuf(myminlag,MAXPLAYERS,0L); // clearbufbyte(playerquitflag,MAXPLAYERS,0x01); } void resetmys(void) { myx = omyx = ps[myconnectindex].posx; myy = omyy = ps[myconnectindex].posy; myz = omyz = ps[myconnectindex].posz; myxvel = myyvel = myzvel = 0; myang = omyang = ps[myconnectindex].ang; myhoriz = omyhoriz = ps[myconnectindex].horiz; myhorizoff = omyhorizoff = ps[myconnectindex].horizoff; mycursectnum = ps[myconnectindex].cursectnum; myjumpingcounter = ps[myconnectindex].jumping_counter; myjumpingtoggle = ps[myconnectindex].jumping_toggle; myonground = ps[myconnectindex].on_ground; myhardlanding = ps[myconnectindex].hard_landing; myreturntocenter = ps[myconnectindex].return_to_center; } void enterlevel(char g) { short i,j; long l; char levname[256]; char fulllevelfilename[512]; KB_ClearKeyDown(sc_Pause); // avoid entering in pause mode. if( (g&MODE_DEMO) != MODE_DEMO ) ud.recstat = ud.m_recstat; ud.respawn_monsters = ud.m_respawn_monsters; ud.respawn_items = ud.m_respawn_items; ud.respawn_inventory = ud.m_respawn_inventory; ud.monsters_off = ud.m_monsters_off; ud.coop = ud.m_coop; ud.marker = ud.m_marker; ud.ffire = ud.m_ffire; if( (g&MODE_DEMO) == 0 && ud.recstat == 2) ud.recstat = 0; FX_StopAllSounds(); clearsoundlocks(); FX_SetReverb(0); i = ud.screen_size; ud.screen_size = 0; dofrontscreens(); vscrn(); ud.screen_size = i; if (!VOLUMEONE) { if( boardfilename[0] != 0 && ud.m_level_number == 7 && ud.m_volume_number == 0 ) { sprintf(fulllevelfilename, "%s\\%s", game_dir, boardfilename); if(!SafeFileExists(fulllevelfilename)) { sprintf(fulllevelfilename, "%s", boardfilename); } if ( loadboard( fulllevelfilename,&ps[0].posx, &ps[0].posy, &ps[0].posz, &ps[0].ang,&ps[0].cursectnum ) == -1 ) { sprintf(tempbuf,"User Map %s not found!\n",fulllevelfilename); gameexit(tempbuf); } } else { sprintf(fulllevelfilename, "%s\\%s", game_dir, level_file_names[ (ud.volume_number*11)+ud.level_number]); if(!SafeFileExists(fulllevelfilename)) { sprintf(fulllevelfilename, "%s", level_file_names[ (ud.volume_number*11)+ud.level_number]); } printf("filename=%s\n",fulllevelfilename ); if ( loadboard(fulllevelfilename ,&ps[0].posx, &ps[0].posy, &ps[0].posz, &ps[0].ang,&ps[0].cursectnum ) == -1) { sprintf(tempbuf,"Internal Map %s not found! Not using the right grp file?\n",level_file_names[(ud.volume_number*11)+ud.level_number]); gameexit(tempbuf); } } } else { l = strlen(level_file_names[ (ud.volume_number*11)+ud.level_number]); copybufbyte( level_file_names[ (ud.volume_number*11)+ud.level_number],&levname[0],l); levname[l] = 0; printf("levname=%s\n",levname ); if ( (ud.volume_number > 1) || loadboard( levname,&ps[0].posx, &ps[0].posy, &ps[0].posz, &ps[0].ang,&ps[0].cursectnum ) == -1) { sprintf(tempbuf,"Internal Map %s not found in Shareware grp pack!\n",level_file_names[(ud.volume_number*11)+ud.level_number]); gameexit(tempbuf); } } clearbufbyte(gotpic,sizeof(gotpic),0L); prelevel(g); allignwarpelevators(); resetpspritevars(g); #ifdef CHECK_XDUKE_REV if((g&MODE_DEMO) != MODE_DEMO ) // don't check for demo for(i=connecthead;i>=0;i=connectpoint2[i]) { // all the players must have been validated to have the same rev as we do if(!ud.rev[i][0] && !ps[i].fakeplayer) Error(EXIT_SUCCESS, "Your opponent [%s] is using an unknown version of xDuke." "You are using v%d.%d\n", ud.user_name[i], XDUKE_REV_X, XDUKE_REV_DOT_Y); } #endif cachedebug = 0; automapping = 0; if(ud.recstat != 2) MUSIC_StopSong(); cacheit(); docacheit(); if(ud.recstat != 2) { music_select = (ud.volume_number*11) + ud.level_number; playmusic(&music_fn[0][music_select][0]); } if( (g&MODE_GAME) || (g&MODE_EOL) ) ps[myconnectindex].gm = MODE_GAME; else if(g&MODE_RESTART) { if(ud.recstat == 2) ps[myconnectindex].gm = MODE_DEMO; else ps[myconnectindex].gm = MODE_GAME; } if( (ud.recstat == 1) && (g&MODE_RESTART) != MODE_RESTART ) opendemowrite(); //if (VOLUMEONE) // if(ud.level_number == 0 && ud.recstat != 2) FTA(40,&ps[myconnectindex]); #ifdef CHECK_XDUKE_REV sprintf(fta_quotes[103],"xDuke v%d.%d", ud.rev[myconnectindex][2], ud.rev[myconnectindex][3]); FTA(103,&ps[myconnectindex],1); #endif if(ud.auto_aim==1 && ud.recstat != 2) { sprintf(fta_quotes[103],"Autoaim set to Bullet only"); FTA(103,&ps[myconnectindex],1); } if(nHostForceDisableAutoaim && ud.recstat != 2) { sprintf(fta_quotes[103],"Autoaim disabled by host"); FTA(103,&ps[myconnectindex],1); } for(i=connecthead;i>=0;i=connectpoint2[i]) switch(sector[sprite[ps[i].i].sectnum].floorpicnum) { case HURTRAIL: case FLOORSLIME: case FLOORPLASMA: resetweapons(i); resetinventory(i); ps[i].gotweapon[PISTOL_WEAPON] = 0; ps[i].ammo_amount[PISTOL_WEAPON] = 0; ps[i].curr_weapon = KNEE_WEAPON; ps[i].kickback_pic = 0; break; } //PREMAP.C - replace near the my's at the end of the file resetmys(); ps[myconnectindex].palette = palette; palto(0,0,0,0); setpal(&ps[myconnectindex]); flushperms(); everyothertime = 0; global_random = 0; ud.last_level = ud.level_number+1; clearfifo(); for(i=numinterpolations-1;i>=0;i--) bakipos[i] = *curipos[i]; restorepalette = 1; flushpackets(); waitforeverybody(); palto(0,0,0,0); vscrn(); clearview(0L); drawbackground(); clearbufbyte(playerquitflag,MAXPLAYERS,0x01010101); ps[myconnectindex].over_shoulder_on = 0; clearfrags(); resettimevars(); // Here we go if(numplayers > 1) { buf[0] = 132; // xDuke TAG ID buf[1] = mapCRC & 0xFF; buf[2] = (mapCRC>>8) & 0xFF; for(i=connecthead;i>=0;i=connectpoint2[i]) if( i != myconnectindex ) sendpacket(i,&buf[0],3); } ud.mapCRC[myconnectindex] = mapCRC; } /* Duke Nukem V Layout: Settings: Suburbs Duke inflitrating neighborhoods inf. by aliens Death Valley: Sorta like a western. Bull-skulls halb buried in the sand Military compound: Aliens take over nuke-missle silo, duke must destroy. Abondend Aircraft field Vegas: Blast anything bright! Alien lights camoflauged. Alien Drug factory. The Blue Liquid Mountainal Cave: Interior cave battles. Jungle: Trees, canopee, animals, a mysterious hole in the earth Penetencury: Good use of spotlights: Inventory: Wood, Metal, Torch, Rope, Plastique, Cloth, Wiring, Glue, Cigars, Food, Duck Tape, Nails, Piping, Petrol, Uranium, Gold, Prism, Power Cell, Hand spikes (Limited usage, they become dull) Oxygent (Oxygen mixed with stimulant) Player Skills: R-Left,R-Right,Foward,Back Strafe, Jump, Double Flip Jump for distance Help, Escape Fire/Use Use Menu Programming: Images: Polys Actors: Multi-Object sections for change (head,arms,legs,torsoe,all change) Facial expressions. Pal lookup per poly? struct imagetype { int *itable; // AngX,AngY,AngZ,Xoff,Yoff,Zoff; int *idata; struct imagetype *prev, *next; } */