コード例 #1
0
ファイル: p_setup.c プロジェクト: Krazygamr/D-Touch
void P_SetupLevel(int episode, int map, int playermask, skill_t skill)
{
    int i;
    int parm;
    char lumpname[9];
    int lumpnum;
    mobj_t *mobj;

    for (i = 0; i < MAXPLAYERS; i++)
    {
        players[i].killcount = players[i].secretcount
            = players[i].itemcount = 0;
    }
    players[consoleplayer].viewz = 1;   // will be set by player think

    // Waiting-for-level-load song; not played if playing music from CD
    // (the seek time will be so long it will just make loading take
    // longer)
    if (!cdmusic)
    {
        S_StartSongName("chess", true);
    }

    Z_FreeTags(PU_LEVEL, PU_PURGELEVEL - 1);

    P_InitThinkers();
    leveltime = 0;

    sprintf(lumpname, "MAP%02d", map);
    lumpnum = W_GetNumForName(lumpname);
    //
    // Begin processing map lumps
    // 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;
    po_NumPolyobjs = 0;
    deathmatch_p = deathmatchstarts;
    P_LoadThings(lumpnum + ML_THINGS);
    PO_Init(lumpnum + ML_THINGS);       // Initialize the polyobjs
    P_LoadACScripts(lumpnum + ML_BEHAVIOR);     // ACS object code
    //
    // End of map lump processing
    //

    // If deathmatch, randomly spawn the active players
    TimerGame = 0;
    if (deathmatch)
    {
        for (i = 0; i < MAXPLAYERS; i++)
        {
            if (playeringame[i])
            {                   // must give a player spot before deathmatchspawn
                mobj = P_SpawnMobj(playerstarts[0][i].x << 16,
                                   playerstarts[0][i].y << 16, 0,
                                   MT_PLAYER_FIGHTER);
                players[i].mo = mobj;
                G_DeathMatchSpawnPlayer(i);
                P_RemoveMobj(mobj);
            }
        }

        //!
        // @arg <n>
        // @category net
        // @vanilla
        //
        // For multiplayer games: exit each level after n minutes.
        //

        parm = M_CheckParmWithArgs("-timer", 1);
        if (parm)
        {
            TimerGame = atoi(myargv[parm + 1]) * 35 * 60;
        }
    }

// set up world state
    P_SpawnSpecials();

// build subsector connect matrix
//      P_ConnectSubsectors ();

// Load colormap and set the fullbright flag
    i = P_GetMapFadeTable(gamemap);
    W_ReadLump(i, colormaps);
    if (i == W_GetNumForName("COLORMAP"))
    {
        LevelUseFullBright = true;
    }
    else
    {                           // Probably fog ... don't use fullbright sprites
        LevelUseFullBright = false;
    }

// preload graphics
    if (precache)
        R_PrecacheLevel();

    // Check if the level is a lightning level
    P_InitLightning();

    S_StopAllSound();
    SN_StopAllSequences();
    S_StartSong(gamemap, true);

//printf ("free memory: 0x%x\n", Z_FreeMemory());

}
コード例 #2
0
ファイル: p_setup.c プロジェクト: droozynuu/hexen-for-android
void P_SetupLevel(int episode, int map, int playermask, skill_t skill)
{
	int i;
	int parm;
	char lumpname[9];
	char auxName[128];
	int lumpnum;
	mobj_t *mobj;

	for(i = 0; i < MAXPLAYERS; i++)
	{
		players[i].killcount = players[i].secretcount
			= players[i].itemcount = 0;
	}
	players[consoleplayer].viewz = 1; // will be set by player think

#ifdef __WATCOMC__
	if(i_CDMusic == false)
	{
		S_StartSongName("chess", true); // Waiting-for-level-load song
	}
#endif

	Z_FreeTags(PU_LEVEL, PU_PURGELEVEL-1);

	P_InitThinkers();
	leveltime = 0;

	if(DevMaps)
	{
		sprintf(auxName, "%sMAP%02d.WAD", DevMapsDir, map);
		W_OpenAuxiliary(auxName);
	}
	sprintf(lumpname, "MAP%02d", map);
	lumpnum = W_GetNumForName(lumpname);
	//
	// Begin processing map lumps
	// 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;
	po_NumPolyobjs = 0;
	deathmatch_p = deathmatchstarts;
	P_LoadThings(lumpnum+ML_THINGS);
	PO_Init(lumpnum+ML_THINGS); // Initialize the polyobjs
	P_LoadACScripts(lumpnum+ML_BEHAVIOR); // ACS object code
	//
	// End of map lump processing
	//
	if(DevMaps)
	{
		// Close the auxiliary file, but don't free its loaded lumps.
		// The next call to W_OpenAuxiliary() will do a full shutdown
		// of the current auxiliary WAD (free lumps and info lists).
		W_CloseAuxiliaryFile();
		W_UsePrimary();
	}

	// If deathmatch, randomly spawn the active players
	TimerGame = 0;
	if(deathmatch)
	{
		for (i=0 ; i<MAXPLAYERS ; i++)
		{
			if (playeringame[i])
			{   // must give a player spot before deathmatchspawn
				mobj = P_SpawnMobj (playerstarts[0][i].x<<16,
					playerstarts[0][i].y<<16,0, MT_PLAYER_FIGHTER);
				players[i].mo = mobj;
				G_DeathMatchSpawnPlayer (i);
				P_RemoveMobj (mobj);
			}
		}
		parm = M_CheckParm("-timer");
		if(parm && parm < myargc-1)
		{
			TimerGame = atoi(myargv[parm+1])*35*60;
		}
	}

// set up world state
	P_SpawnSpecials ();

// build subsector connect matrix
//      P_ConnectSubsectors ();

// Load colormap and set the fullbright flag
	i = P_GetMapFadeTable(gamemap);
	W_ReadLump(i, colormaps);
	if(i == W_GetNumForName("COLORMAP"))
	{
		LevelUseFullBright = true;
	}
	else
	{ // Probably fog ... don't use fullbright sprites
		LevelUseFullBright = false;
	}

// preload graphics
	if (precache)
		R_PrecacheLevel ();

	// Check if the level is a lightning level
	P_InitLightning();

	S_StopAllSound();
	SN_StopAllSequences();
	S_StartSong(gamemap, true);

//printf ("free memory: 0x%x\n", Z_FreeMemory());

}