?? p_setup.c
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// 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.
//
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