void P_LoadSegs(int lump) { byte *data; int i; mapseg_t *ml; seg_t *li; line_t *ldef; int linedef, side; numsegs = W_LumpLength(lump) / sizeof(mapseg_t); segs = Z_Malloc(numsegs * sizeof(seg_t), PU_LEVEL, 0); D_memset(segs, 0, numsegs * sizeof(seg_t)); data = I_TempBuffer(); W_ReadLump(lump, data); ml = (mapseg_t *)data; li = segs; for(i = 0; i < numsegs; i++, li++, ml++) { li->v1 = &vertexes[LITTLESHORT(ml->v1)]; li->v2 = &vertexes[LITTLESHORT(ml->v2)]; li->angle = (LITTLESHORT(ml->angle)) << 16; li->offset = (LITTLESHORT(ml->offset)) << 16; linedef = LITTLESHORT(ml->linedef); ldef = &lines[linedef]; li->linedef = ldef; side = LITTLESHORT(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; if(ldef->v1 == li->v1) ldef->fineangle = li->angle >> ANGLETOFINESHIFT; } }
void G_PlayerReborn (int player) { player_t *p; int i; int frags; p = &players[player]; frags = p->frags; D_memset (p, 0, sizeof(*p)); p->frags = frags; p->usedown = p->attackdown = true; /* don't do anything immediately */ p->playerstate = PST_LIVE; p->health = MAXHEALTH; p->readyweapon = p->pendingweapon = wp_pistol; p->weaponowned[wp_fist] = true; p->weaponowned[wp_pistol] = true; p->ammo[am_clip] = 50; for (i=0 ; i<NUMAMMO ; i++) p->maxammo[i] = maxammo[i]; }
void P_LoadLineDefs(int lump) { byte *data; int i; maplinedef_t *mld; line_t *ld; vertex_t *v1, *v2; numlines = W_LumpLength(lump) / sizeof(maplinedef_t); lines = Z_Malloc(numlines * sizeof(line_t), PU_LEVEL, 0); D_memset(lines, 0, numlines * sizeof(line_t)); data = I_TempBuffer(); W_ReadLump(lump, data); mld = (maplinedef_t *)data; ld = lines; for(i = 0; i < numlines; i++, mld++, ld++) { ld->flags = LITTLESHORT(mld->flags); ld->special = LITTLESHORT(mld->special); ld->tag = LITTLESHORT(mld->tag); v1 = ld->v1 = &vertexes[LITTLESHORT(mld->v1)]; v2 = ld->v2 = &vertexes[LITTLESHORT(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] = LITTLESHORT(mld->sidenum[0]); ld->sidenum[1] = LITTLESHORT(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; } }
void P_SetupLevel (int map, skill_t skill) { int i; static char lumpname[16]; int lumpnum; mobj_t *mobj; extern int cy; M_ClearRandom (); P_LoadingPlaque (); D_printf ("P_SetupLevel(%i,%i)\n",map,skill); totalkills = totalitems = totalsecret = 0; for (i=0 ; i<MAXPLAYERS ; i++) { players[i].killcount = players[i].secretcount = players[i].itemcount = 0; } Z_CheckHeap (mainzone); #ifndef MARS Z_CheckHeap (refzone); #endif Z_FreeTags (mainzone); /*PrintHex (1,1,Z_FreeMemory (mainzone)); */ P_InitThinkers (); /* */ /* look for a regular (development) map first */ /* */ lumpname[0] = 'M'; lumpname[1] = 'A'; lumpname[2] = 'P'; lumpname[3] = '0' + map/10; lumpname[4] = '0' + map%10; lumpname[5] = 0; lumpnum = W_GetNumForName (lumpname); /* 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); #ifdef MARS rejectmatrix = (byte *)(wadfileptr+BIGLONG(lumpinfo[lumpnum+ML_REJECT].filepos)); #else rejectmatrix = W_CacheLumpNum (lumpnum+ML_REJECT,PU_LEVEL); #endif P_GroupLines (); deathmatch_p = deathmatchstarts; P_LoadThings (lumpnum+ML_THINGS); /* */ /* if deathmatch, randomly spawn the active players */ /* */ if (netgame == gt_deathmatch) { for (i=0 ; i<MAXPLAYERS ; i++) if (playeringame[i]) { /* must give a player spot before deathmatchspawn */ mobj = P_SpawnMobj (deathmatchstarts[0].x<<16 ,deathmatchstarts[0].y<<16,0, MT_PLAYER); players[i].mo = mobj; G_DeathMatchSpawnPlayer (i); P_RemoveMobj (mobj); } } /* set up world state */ P_SpawnSpecials (); ST_InitEveryLevel (); /*printf ("free memory: 0x%x\n", Z_FreeMemory(mainzone)); */ cy = 4; #ifdef JAGUAR { extern byte *debugscreen; D_memset (debugscreen,0,32*224); } #endif iquehead = iquetail = 0; gamepaused = false; }