Rebase to SVN, and do a bit of cleanup as well as minor fixes.
[kugel-rb.git] / apps / plugins / doom / p_setup.c
blobd40372d6dac203072f770a408f883a5beb993a0f
1 /* Emacs style mode select -*- C++ -*-
2 *-----------------------------------------------------------------------------
5 * PrBoom a Doom port merged with LxDoom and LSDLDoom
6 * based on BOOM, a modified and improved DOOM engine
7 * Copyright (C) 1999 by
8 * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
9 * Copyright (C) 1999-2000 by
10 * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
22 * You should have received a copy of the GNU General Public License
23 * along with this program; if not, write to the Free Software
24 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
25 * 02111-1307, USA.
27 * DESCRIPTION:
28 * Do all the WAD I/O, get map description,
29 * set up initial state and misc. LUTs.
31 *-----------------------------------------------------------------------------*/
33 #include <math.h>
35 #include "doomstat.h"
36 #include "m_bbox.h"
37 #include "m_argv.h"
38 #include "g_game.h"
39 #include "w_wad.h"
40 #include "r_main.h"
41 #include "r_things.h"
42 #include "p_maputl.h"
43 #include "p_map.h"
44 #include "p_setup.h"
45 #include "p_spec.h"
46 #include "p_tick.h"
47 #include "p_enemy.h"
48 #include "s_sound.h"
49 #include "i_system.h"
50 #include "m_swap.h"
52 #include "rockmacros.h"
54 // MAP related Lookup tables.
55 // Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
58 int numvertexes;
59 vertex_t *vertexes;
61 int numsegs;
62 seg_t *segs;
64 int numsectors;
65 sector_t *sectors;
67 int numsubsectors;
68 subsector_t *subsectors;
70 int numnodes;
71 node_t *nodes;
73 int numlines;
74 line_t *lines;
76 int numsides;
77 side_t *sides;
80 ////////////////////////////////////////////////////////////////////////////////////////////
81 // figgi 08/21/00 -- constants and globals for glBsp support
82 #define gNd2 0x32644E67 // figgi -- suppport for new GL_VERT format v2.0
83 #define GL_VERT_OFFSET 4
85 int firstglvertex = 0;
86 boolean usingGLNodes = false;
87 boolean forceOldBsp = false;
89 enum
91 ML_GL_LABEL=0, // A separator name, GL_ExMx or GL_MAPxx
92 ML_GL_VERTS, // Extra Vertices
93 ML_GL_SEGS, // Segs, from linedefs & minisegs
94 ML_GL_SSECT, // SubSectors, list of segs
95 ML_GL_NODES // GL BSP nodes
97 ////////////////////////////////////////////////////////////////////////////////////////////
100 // BLOCKMAP
101 // Created from axis aligned bounding box
102 // of the map, a rectangular array of
103 // blocks of size ...
104 // Used to speed up collision detection
105 // by spatial subdivision in 2D.
107 // Blockmap size.
109 int bmapwidth, bmapheight; // size in mapblocks
111 // killough 3/1/98: remove blockmap limit internally:
112 long *blockmap; // was short -- killough
114 // offsets in blockmap are from here
115 long *blockmaplump; // was short -- killough
117 fixed_t bmaporgx, bmaporgy; // origin of block map
119 mobj_t **blocklinks; // for thing chains
122 // REJECT
123 // For fast sight rejection.
124 // Speeds up enemy AI by skipping detailed
125 // LineOf Sight calculation.
126 // Without the special effect, this could
127 // be used as a PVS lookup as well.
130 static int rejectlump = -1;// cph - store reject lump num if cached
131 const byte *rejectmatrix; // cph - const*
133 // Maintain single and multi player starting spots.
135 // 1/11/98 killough: Remove limit on deathmatch starts
136 mapthing_t *deathmatchstarts; // killough
137 size_t num_deathmatchstarts; // killough
139 mapthing_t *deathmatch_p;
140 mapthing_t playerstarts[MAXPLAYERS];
143 // P_LoadVertexes
145 // killough 5/3/98: reformatted, cleaned up
147 static void P_LoadVertexes (int lump)
149 const byte *data; // cph - const
150 int i;
152 // Determine number of lumps:
153 // total lump length / vertex record length.
154 numvertexes = W_LumpLength(lump) / sizeof(mapvertex_t);
156 // Allocate zone memory for buffer.
157 vertexes = Z_Malloc(numvertexes*sizeof(vertex_t),PU_LEVEL,0);
159 // Load data into cache.
160 data = W_CacheLumpNum(lump); // cph - wad handling updated
162 // Copy and convert vertex coordinates,
163 // internal representation as fixed.
164 for (i=0; i<numvertexes; i++)
166 vertexes[i].x = SHORT(((mapvertex_t *) data)[i].x)<<FRACBITS;
167 vertexes[i].y = SHORT(((mapvertex_t *) data)[i].y)<<FRACBITS;
170 // Free buffer memory.
171 W_UnlockLumpNum(lump);
175 // P_LoadSegs
177 // killough 5/3/98: reformatted, cleaned up
179 static void P_LoadSegs (int lump)
181 int i;
182 const byte *data; // cph - const
184 numsegs = W_LumpLength(lump) / sizeof(mapseg_t);
185 segs = Z_Calloc(numsegs,sizeof(seg_t),PU_LEVEL,0);
186 data = W_CacheLumpNum(lump); // cph - wad lump handling updated
188 for (i=0; i<numsegs; i++)
190 seg_t *li = segs+i;
191 mapseg_t *ml = (mapseg_t *) data + i;
193 int side, linedef;
194 line_t *ldef;
196 li->v1 = &vertexes[SHORT(ml->v1)];
197 li->v2 = &vertexes[SHORT(ml->v2)];
199 li->miniseg = false; // figgi -- there are no minisegs in classic BSP nodes
201 li->angle = (SHORT(ml->angle))<<16;
202 li->offset =(SHORT(ml->offset))<<16;
203 linedef = SHORT(ml->linedef);
204 ldef = &lines[linedef];
205 li->linedef = ldef;
206 side = SHORT(ml->side);
207 li->sidedef = &sides[ldef->sidenum[side]];
208 li->frontsector = sides[ldef->sidenum[side]].sector;
210 // killough 5/3/98: ignore 2s flag if second sidedef missing:
211 if (ldef->flags & ML_TWOSIDED && ldef->sidenum[side^1]!=-1)
212 li->backsector = sides[ldef->sidenum[side^1]].sector;
213 else
214 li->backsector = 0;
217 W_UnlockLumpNum(lump); // cph - release the data
222 // P_LoadSubsectors
224 // killough 5/3/98: reformatted, cleaned up
226 static void P_LoadSubsectors (int lump)
228 const byte *data; // cph - const*
229 int i;
231 numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t);
232 subsectors = Z_Calloc(numsubsectors,sizeof(subsector_t),PU_LEVEL,0);
233 data = W_CacheLumpNum(lump); // cph - wad lump handling updated
235 for (i=0; i<numsubsectors; i++)
237 subsectors[i].numlines = (unsigned short)SHORT(((mapsubsector_t *) data)[i].numsegs );
238 subsectors[i].firstline = (unsigned short)SHORT(((mapsubsector_t *) data)[i].firstseg);
241 W_UnlockLumpNum(lump); // cph - release the data
245 // P_LoadSectors
247 // killough 5/3/98: reformatted, cleaned up
249 static void P_LoadSectors (int lump)
251 const byte *data; // cph - const*
252 int i;
254 numsectors = W_LumpLength (lump) / sizeof(mapsector_t);
255 sectors = Z_Calloc (numsectors,sizeof(sector_t),PU_LEVEL,0);
256 data = W_CacheLumpNum (lump); // cph - wad lump handling updated
258 for (i=0; i<numsectors; i++)
260 sector_t *ss = sectors + i;
261 const mapsector_t *ms = (mapsector_t *) data + i;
263 ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
264 ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
265 ss->floorpic = R_FlatNumForName(ms->floorpic);
266 ss->ceilingpic = R_FlatNumForName(ms->ceilingpic);
267 ss->lightlevel = SHORT(ms->lightlevel);
268 ss->special = SHORT(ms->special);
269 ss->oldspecial = SHORT(ms->special);
270 ss->tag = SHORT(ms->tag);
271 ss->thinglist = NULL;
272 ss->touching_thinglist = NULL; // phares 3/14/98
274 ss->nextsec = -1; //jff 2/26/98 add fields to support locking out
275 ss->prevsec = -1; // stair retriggering until build completes
277 // killough 3/7/98:
278 ss->floor_xoffs = 0;
279 ss->floor_yoffs = 0; // floor and ceiling flats offsets
280 ss->ceiling_xoffs = 0;
281 ss->ceiling_yoffs = 0;
282 ss->heightsec = -1; // sector used to get floor and ceiling height
283 ss->floorlightsec = -1; // sector used to get floor lighting
284 // killough 3/7/98: end changes
286 // killough 4/11/98 sector used to get ceiling lighting:
287 ss->ceilinglightsec = -1;
289 // killough 4/4/98: colormaps:
290 ss->bottommap = ss->midmap = ss->topmap = 0;
292 // killough 10/98: sky textures coming from sidedefs:
293 ss->sky = 0;
296 W_UnlockLumpNum(lump); // cph - release the data
301 // P_LoadNodes
303 // killough 5/3/98: reformatted, cleaned up
305 static void P_LoadNodes (int lump)
307 const byte *data; // cph - const*
308 int i;
310 numnodes = W_LumpLength (lump) / sizeof(mapnode_t);
311 nodes = Z_Malloc (numnodes*sizeof(node_t),PU_LEVEL,0);
312 data = W_CacheLumpNum (lump); // cph - wad lump handling updated
314 for (i=0; i<numnodes; i++)
316 node_t *no = nodes + i;
317 mapnode_t *mn = (mapnode_t *) data + i;
318 int j;
320 no->x = SHORT(mn->x)<<FRACBITS;
321 no->y = SHORT(mn->y)<<FRACBITS;
322 no->dx = SHORT(mn->dx)<<FRACBITS;
323 no->dy = SHORT(mn->dy)<<FRACBITS;
325 for (j=0 ; j<2 ; j++)
327 int k;
328 no->children[j] = SHORT(mn->children[j]);
329 for (k=0 ; k<4 ; k++)
330 no->bbox[j][k] = SHORT(mn->bbox[j][k])<<FRACBITS;
334 W_UnlockLumpNum(lump); // cph - release the data
339 // P_LoadThings
341 // killough 5/3/98: reformatted, cleaned up
343 static void P_LoadThings (int lump)
345 mapthing_t tempthing; // this needed to be added as the SHORT calls were overwriting eachother on reload
346 int i, numthings = W_LumpLength (lump) / sizeof(mapthing_t);
347 const byte *data = W_CacheLumpNum (lump); // cph - wad lump handling updated, const*
349 for (i=0; i<numthings; i++)
351 mapthing_t *mt = (mapthing_t *) data + i;
353 // Do not spawn cool, new monsters if !commercial
354 if (gamemode != commercial)
355 switch(mt->type)
357 case 68: // Arachnotron
358 case 64: // Archvile
359 case 88: // Boss Brain
360 case 89: // Boss Shooter
361 case 69: // Hell Knight
362 case 67: // Mancubus
363 case 71: // Pain Elemental
364 case 65: // Former Human Commando
365 case 66: // Revenant
366 case 84: // Wolf SS
367 continue;
370 // Do spawn all other stuff.
371 tempthing.x = SHORT(mt->x);
372 tempthing.y = SHORT(mt->y);
373 tempthing.angle = SHORT(mt->angle);
374 tempthing.type = SHORT(mt->type);
375 tempthing.options = SHORT(mt->options);
377 P_SpawnMapThing (&tempthing);
380 W_UnlockLumpNum(lump); // cph - release the data
384 // P_LoadLineDefs
385 // Also counts secret lines for intermissions.
386 // ^^^
387 // ??? killough ???
388 // Does this mean secrets used to be linedef-based, rather than sector-based?
390 // killough 4/4/98: split into two functions, to allow sidedef overloading
392 // killough 5/3/98: reformatted, cleaned up
394 static void P_LoadLineDefs (int lump)
396 const byte *data; // cph - const*
397 int i;
399 numlines = W_LumpLength (lump) / sizeof(maplinedef_t);
400 lines = Z_Calloc (numlines,sizeof(line_t),PU_LEVEL,0);
401 data = W_CacheLumpNum (lump); // cph - wad lump handling updated
403 for (i=0; i<numlines; i++)
405 maplinedef_t *mld = (maplinedef_t *) data + i;
406 line_t *ld = lines+i;
407 vertex_t *v1, *v2;
409 ld->flags = SHORT(mld->flags);
410 ld->special = SHORT(mld->special);
411 ld->tag = SHORT(mld->tag);
412 v1 = ld->v1 = &vertexes[SHORT(mld->v1)];
413 v2 = ld->v2 = &vertexes[SHORT(mld->v2)];
414 ld->dx = v2->x - v1->x;
415 ld->dy = v2->y - v1->y;
417 ld->tranlump = -1; // killough 4/11/98: no translucency by default
419 ld->slopetype = !ld->dx ? ST_VERTICAL : !ld->dy ? ST_HORIZONTAL :
420 FixedDiv(ld->dy, ld->dx) > 0 ? ST_POSITIVE : ST_NEGATIVE;
422 if (v1->x < v2->x)
424 ld->bbox[BOXLEFT] = v1->x;
425 ld->bbox[BOXRIGHT] = v2->x;
427 else
429 ld->bbox[BOXLEFT] = v2->x;
430 ld->bbox[BOXRIGHT] = v1->x;
433 if (v1->y < v2->y)
435 ld->bbox[BOXBOTTOM] = v1->y;
436 ld->bbox[BOXTOP] = v2->y;
438 else
440 ld->bbox[BOXBOTTOM] = v2->y;
441 ld->bbox[BOXTOP] = v1->y;
444 ld->sidenum[0] = SHORT(mld->sidenum[0]);
445 ld->sidenum[1] = SHORT(mld->sidenum[1]);
447 // killough 4/4/98: support special sidedef interpretation below
448 if (ld->sidenum[0] != -1 && ld->special)
449 sides[*ld->sidenum].special = ld->special;
452 W_UnlockLumpNum(lump); // cph - release the lump
455 // killough 4/4/98: delay using sidedefs until they are loaded
456 // killough 5/3/98: reformatted, cleaned up
458 static void P_LoadLineDefs2(int lump)
460 (void)lump;
461 int i = numlines;
462 register line_t *ld = lines;
463 for (;i--;ld++)
465 { // cph 2002/07/20 - these errors are fatal if not fixed, so apply them in compatibility mode - a desync is better than a crash!
466 // killough 11/98: fix common wad errors (missing sidedefs):
468 if (ld->sidenum[0] == -1) {
469 ld->sidenum[0] = 0; // Substitute dummy sidedef for missing right side
470 // cph - print a warning about the bug
471 printf("P_LoadSegs: linedef %d missing first sidedef\n",numlines-i);
474 if ((ld->sidenum[1] == -1) && (ld->flags & ML_TWOSIDED)) {
475 ld->flags &= ~ML_TWOSIDED; // Clear 2s flag for missing left side
476 // cph - print a warning about the bug
477 printf("P_LoadSegs: linedef %d has two-sided flag set, but no second sidedef\n",numlines-i);
481 ld->frontsector = ld->sidenum[0]!=-1 ? sides[ld->sidenum[0]].sector : 0;
482 ld->backsector = ld->sidenum[1]!=-1 ? sides[ld->sidenum[1]].sector : 0;
483 switch (ld->special)
484 { // killough 4/11/98: handle special types
485 int lump, j;
487 case 260: // killough 4/11/98: translucent 2s textures
488 lump = sides[*ld->sidenum].special; // translucency from sidedef
489 if (!ld->tag) // if tag==0,
490 ld->tranlump = lump; // affect this linedef only
491 else
492 for (j=0;j<numlines;j++) // if tag!=0,
493 if (lines[j].tag == ld->tag) // affect all matching linedefs
494 lines[j].tranlump = lump;
495 break;
501 // P_LoadSideDefs
503 // killough 4/4/98: split into two functions
505 static void P_LoadSideDefs (int lump)
507 numsides = W_LumpLength(lump) / sizeof(mapsidedef_t);
508 sides = Z_Calloc(numsides,sizeof(side_t),PU_LEVEL,0);
511 // killough 4/4/98: delay using texture names until
512 // after linedefs are loaded, to allow overloading.
513 // killough 5/3/98: reformatted, cleaned up
515 static void P_LoadSideDefs2(int lump)
517 const byte *data = W_CacheLumpNum(lump); // cph - const*, wad lump handling updated
518 int i;
520 for (i=0; i<numsides; i++)
522 register mapsidedef_t *msd = (mapsidedef_t *) data + i;
523 register side_t *sd = sides + i;
524 register sector_t *sec;
526 sd->textureoffset = SHORT(msd->textureoffset)<<FRACBITS;
527 sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
529 // killough 4/4/98: allow sidedef texture names to be overloaded
530 // killough 4/11/98: refined to allow colormaps to work as wall
531 // textures if invalid as colormaps but valid as textures.
533 sd->sector = sec = &sectors[SHORT(msd->sector)];
534 switch (sd->special)
536 case 242: // variable colormap via 242 linedef
537 sd->bottomtexture =
538 (sec->bottommap = R_ColormapNumForName(msd->bottomtexture)) < 0 ?
539 sec->bottommap = 0, R_TextureNumForName(msd->bottomtexture): 0 ;
540 sd->midtexture =
541 (sec->midmap = R_ColormapNumForName(msd->midtexture)) < 0 ?
542 sec->midmap = 0, R_TextureNumForName(msd->midtexture) : 0 ;
543 sd->toptexture =
544 (sec->topmap = R_ColormapNumForName(msd->toptexture)) < 0 ?
545 sec->topmap = 0, R_TextureNumForName(msd->toptexture) : 0 ;
546 break;
548 case 260: // killough 4/11/98: apply translucency to 2s normal texture
549 sd->midtexture = strncasecmp("TRANMAP", msd->midtexture, 8) ?
550 (sd->special = W_CheckNumForName(msd->midtexture)) < 0 ||
551 W_LumpLength(sd->special) != 65536 ?
552 sd->special=0, R_TextureNumForName(msd->midtexture) :
553 (sd->special++, 0) : (sd->special=0);
554 sd->toptexture = R_TextureNumForName(msd->toptexture);
555 sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
556 break;
558 default: // normal cases
559 sd->midtexture = R_TextureNumForName(msd->midtexture);
560 sd->toptexture = R_TextureNumForName(msd->toptexture);
561 sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
562 break;
566 W_UnlockLumpNum(lump); // cph - release the lump
570 // jff 10/6/98
571 // New code added to speed up calculation of internal blockmap
572 // Algorithm is order of nlines*(ncols+nrows) not nlines*ncols*nrows
575 #define blkshift 7 /* places to shift rel position for cell num */
576 #define blkmask ((1<<blkshift)-1)/* mask for rel position within cell */
577 #define blkmargin 0 /* size guardband around map used */
578 // jff 10/8/98 use guardband>0
579 // jff 10/12/98 0 ok with + 1 in rows,cols
581 typedef struct linelist_t // type used to list lines in each block
583 long num;
584 struct linelist_t *next;
585 } linelist_t;
588 // Subroutine to add a line number to a block list
589 // It simply returns if the line is already in the block
592 static void AddBlockLine
594 linelist_t **lists,
595 int *count,
596 int *done,
597 int blockno,
598 long lineno
601 linelist_t *l;
603 if (done[blockno])
604 return;
606 l = malloc(sizeof(linelist_t));
607 l->num = lineno;
608 l->next = lists[blockno];
609 lists[blockno] = l;
610 count[blockno]++;
611 done[blockno] = 1;
615 // Actually construct the blockmap lump from the level data
617 // This finds the intersection of each linedef with the column and
618 // row lines at the left and bottom of each blockmap cell. It then
619 // adds the line to all block lists touching the intersection.
622 void P_CreateBlockMap()
624 int xorg,yorg; // blockmap origin (lower left)
625 int nrows,ncols; // blockmap dimensions
626 linelist_t **blocklists=NULL; // array of pointers to lists of lines
627 int *blockcount=NULL; // array of counters of line lists
628 int *blockdone=NULL; // array keeping track of blocks/line
629 int NBlocks; // number of cells = nrows*ncols
630 long linetotal=0; // total length of all blocklists
631 int i,j;
632 int map_minx=INT_MAX; // init for map limits search
633 int map_miny=INT_MAX;
634 int map_maxx=INT_MIN;
635 int map_maxy=INT_MIN;
637 // scan for map limits, which the blockmap must enclose
639 for (i=0;i<numvertexes;i++)
641 fixed_t t;
643 if ((t=vertexes[i].x) < map_minx)
644 map_minx = t;
645 else if (t > map_maxx)
646 map_maxx = t;
647 if ((t=vertexes[i].y) < map_miny)
648 map_miny = t;
649 else if (t > map_maxy)
650 map_maxy = t;
652 map_minx >>= FRACBITS; // work in map coords, not fixed_t
653 map_maxx >>= FRACBITS;
654 map_miny >>= FRACBITS;
655 map_maxy >>= FRACBITS;
657 // set up blockmap area to enclose level plus margin
659 xorg = map_minx-blkmargin;
660 yorg = map_miny-blkmargin;
661 ncols = (map_maxx+blkmargin-xorg+1+blkmask)>>blkshift; //jff 10/12/98
662 nrows = (map_maxy+blkmargin-yorg+1+blkmask)>>blkshift; //+1 needed for
663 NBlocks = ncols*nrows; //map exactly 1 cell
665 // create the array of pointers on NBlocks to blocklists
666 // also create an array of linelist counts on NBlocks
667 // finally make an array in which we can mark blocks done per line
669 // CPhipps - calloc's
670 blocklists = calloc(NBlocks,sizeof(linelist_t *));
671 blockcount = calloc(NBlocks,sizeof(int));
672 blockdone = malloc(NBlocks*sizeof(int));
674 // initialize each blocklist, and enter the trailing -1 in all blocklists
675 // note the linked list of lines grows backwards
677 for (i=0;i<NBlocks;i++)
679 blocklists[i] = malloc(sizeof(linelist_t));
680 blocklists[i]->num = -1;
681 blocklists[i]->next = NULL;
682 blockcount[i]++;
685 // For each linedef in the wad, determine all blockmap blocks it touches,
686 // and add the linedef number to the blocklists for those blocks
688 for (i=0;i<numlines;i++)
690 int x1 = lines[i].v1->x>>FRACBITS; // lines[i] map coords
691 int y1 = lines[i].v1->y>>FRACBITS;
692 int x2 = lines[i].v2->x>>FRACBITS;
693 int y2 = lines[i].v2->y>>FRACBITS;
694 int dx = x2-x1;
695 int dy = y2-y1;
696 int vert = !dx; // lines[i] slopetype
697 int horiz = !dy;
698 int spos = (dx^dy) > 0;
699 int sneg = (dx^dy) < 0;
700 int bx,by; // block cell coords
701 int minx = x1>x2? x2 : x1; // extremal lines[i] coords
702 int maxx = x1>x2? x1 : x2;
703 int miny = y1>y2? y2 : y1;
704 int maxy = y1>y2? y1 : y2;
706 // no blocks done for this linedef yet
708 memset(blockdone,0,NBlocks*sizeof(int));
710 // The line always belongs to the blocks containing its endpoints
712 bx = (x1-xorg)>>blkshift;
713 by = (y1-yorg)>>blkshift;
714 AddBlockLine(blocklists,blockcount,blockdone,by*ncols+bx,i);
715 bx = (x2-xorg)>>blkshift;
716 by = (y2-yorg)>>blkshift;
717 AddBlockLine(blocklists,blockcount,blockdone,by*ncols+bx,i);
720 // For each column, see where the line along its left edge, which
721 // it contains, intersects the Linedef i. Add i to each corresponding
722 // blocklist.
724 if (!vert) // don't interesect vertical lines with columns
726 for (j=0;j<ncols;j++)
728 // intersection of Linedef with x=xorg+(j<<blkshift)
729 // (y-y1)*dx = dy*(x-x1)
730 // y = dy*(x-x1)+y1*dx;
732 int x = xorg+(j<<blkshift); // (x,y) is intersection
733 int y = (dy*(x-x1))/dx+y1;
734 int yb = (y-yorg)>>blkshift; // block row number
735 int yp = (y-yorg)&blkmask; // y position within block
737 if (yb<0 || yb>nrows-1) // outside blockmap, continue
738 continue;
740 if (x<minx || x>maxx) // line doesn't touch column
741 continue;
743 // The cell that contains the intersection point is always added
745 AddBlockLine(blocklists,blockcount,blockdone,ncols*yb+j,i);
747 // if the intersection is at a corner it depends on the slope
748 // (and whether the line extends past the intersection) which
749 // blocks are hit
751 if (yp==0) // intersection at a corner
753 if (sneg) // \ - blocks x,y-, x-,y
755 if (yb>0 && miny<y)
756 AddBlockLine(blocklists,blockcount,blockdone,ncols*(yb-1)+j,i);
757 if (j>0 && minx<x)
758 AddBlockLine(blocklists,blockcount,blockdone,ncols*yb+j-1,i);
760 else if (spos) // / - block x-,y-
762 if (yb>0 && j>0 && minx<x)
763 AddBlockLine(blocklists,blockcount,blockdone,ncols*(yb-1)+j-1,i);
765 else if (horiz) // - - block x-,y
767 if (j>0 && minx<x)
768 AddBlockLine(blocklists,blockcount,blockdone,ncols*yb+j-1,i);
771 else if (j>0 && minx<x) // else not at corner: x-,y
772 AddBlockLine(blocklists,blockcount,blockdone,ncols*yb+j-1,i);
776 // For each row, see where the line along its bottom edge, which
777 // it contains, intersects the Linedef i. Add i to all the corresponding
778 // blocklists.
780 if (!horiz)
782 for (j=0;j<nrows;j++)
784 // intersection of Linedef with y=yorg+(j<<blkshift)
785 // (x,y) on Linedef i satisfies: (y-y1)*dx = dy*(x-x1)
786 // x = dx*(y-y1)/dy+x1;
788 int y = yorg+(j<<blkshift); // (x,y) is intersection
789 int x = (dx*(y-y1))/dy+x1;
790 int xb = (x-xorg)>>blkshift; // block column number
791 int xp = (x-xorg)&blkmask; // x position within block
793 if (xb<0 || xb>ncols-1) // outside blockmap, continue
794 continue;
796 if (y<miny || y>maxy) // line doesn't touch row
797 continue;
799 // The cell that contains the intersection point is always added
801 AddBlockLine(blocklists,blockcount,blockdone,ncols*j+xb,i);
803 // if the intersection is at a corner it depends on the slope
804 // (and whether the line extends past the intersection) which
805 // blocks are hit
807 if (xp==0) // intersection at a corner
809 if (sneg) // \ - blocks x,y-, x-,y
811 if (j>0 && miny<y)
812 AddBlockLine(blocklists,blockcount,blockdone,ncols*(j-1)+xb,i);
813 if (xb>0 && minx<x)
814 AddBlockLine(blocklists,blockcount,blockdone,ncols*j+xb-1,i);
816 else if (vert) // | - block x,y-
818 if (j>0 && miny<y)
819 AddBlockLine(blocklists,blockcount,blockdone,ncols*(j-1)+xb,i);
821 else if (spos) // / - block x-,y-
823 if (xb>0 && j>0 && miny<y)
824 AddBlockLine(blocklists,blockcount,blockdone,ncols*(j-1)+xb-1,i);
827 else if (j>0 && miny<y) // else not on a corner: x,y-
828 AddBlockLine(blocklists,blockcount,blockdone,ncols*(j-1)+xb,i);
833 // Add initial 0 to all blocklists
834 // count the total number of lines (and 0's and -1's)
836 memset(blockdone,0,NBlocks*sizeof(int));
837 for (i=0,linetotal=0;i<NBlocks;i++)
839 AddBlockLine(blocklists,blockcount,blockdone,i,0);
840 linetotal += blockcount[i];
843 // Create the blockmap lump
845 blockmaplump = Z_Malloc(sizeof(*blockmaplump) * (4+NBlocks+linetotal),
846 PU_LEVEL, 0);
847 // blockmap header
849 blockmaplump[0] = bmaporgx = xorg << FRACBITS;
850 blockmaplump[1] = bmaporgy = yorg << FRACBITS;
851 blockmaplump[2] = bmapwidth = ncols;
852 blockmaplump[3] = bmapheight = nrows;
854 // offsets to lists and block lists
856 for (i=0;i<NBlocks;i++)
858 linelist_t *bl = blocklists[i];
859 long offs = blockmaplump[4+i] = // set offset to block's list
860 (i? blockmaplump[4+i-1] : 4+NBlocks) + (i? blockcount[i-1] : 0);
862 // add the lines in each block's list to the blockmaplump
863 // delete each list node as we go
865 while (bl)
867 linelist_t *tmp = bl->next;
868 blockmaplump[offs++] = bl->num;
869 free(bl);
870 bl = tmp;
874 // free all temporary storage
876 free (blocklists);
877 free (blockcount);
878 free (blockdone);
881 // jff 10/6/98
882 // End new code added to speed up calculation of internal blockmap
885 // P_LoadBlockMap
887 // killough 3/1/98: substantially modified to work
888 // towards removing blockmap limit (a wad limitation)
890 // killough 3/30/98: Rewritten to remove blockmap limit,
891 // though current algorithm is brute-force and unoptimal.
894 static void P_LoadBlockMap (int lump)
896 long count;
898 if (M_CheckParm("-blockmap") || (count = W_LumpLength(lump)/2) >= 0x10000)
899 P_CreateBlockMap();
900 else
902 long i;
903 // cph - const*, wad lump handling updated
904 const short *wadblockmaplump = W_CacheLumpNum(lump);
905 blockmaplump = Z_Malloc(sizeof(*blockmaplump) * count, PU_LEVEL, 0);
907 // killough 3/1/98: Expand wad blockmap into larger internal one,
908 // by treating all offsets except -1 as unsigned and zero-extending
909 // them. This potentially doubles the size of blockmaps allowed,
910 // because Doom originally considered the offsets as always signed.
912 blockmaplump[0] = SHORT(wadblockmaplump[0]);
913 blockmaplump[1] = SHORT(wadblockmaplump[1]);
914 blockmaplump[2] = (long)(SHORT(wadblockmaplump[2])) & 0xffff;
915 blockmaplump[3] = (long)(SHORT(wadblockmaplump[3])) & 0xffff;
917 for (i=4 ; i<count ; i++)
919 short t = SHORT(wadblockmaplump[i]); // killough 3/1/98
920 blockmaplump[i] = t == -1 ? -1l : (long) t & 0xffff;
923 W_UnlockLumpNum(lump); // cph - unlock the lump
925 bmaporgx = blockmaplump[0]<<FRACBITS;
926 bmaporgy = blockmaplump[1]<<FRACBITS;
927 bmapwidth = blockmaplump[2];
928 bmapheight = blockmaplump[3];
931 // clear out mobj chains - CPhipps - use calloc
932 blocklinks = Z_Calloc (bmapwidth*bmapheight,sizeof(*blocklinks),PU_LEVEL,0);
933 blockmap = blockmaplump+4;
937 // P_GroupLines
938 // Builds sector line lists and subsector sector numbers.
939 // Finds block bounding boxes for sectors.
941 // killough 5/3/98: reformatted, cleaned up
942 // cph 18/8/99: rewritten to avoid O(numlines * numsectors) section
943 // It makes things more complicated, but saves seconds on big levels
944 // figgi 09/18/00 -- adapted for gl-nodes
946 // cph - convenient sub-function
947 static void P_AddLineToSector(line_t* li, sector_t* sector)
949 fixed_t *bbox = (void*)sector->blockbox;
951 sector->lines[sector->linecount++] = li;
952 M_AddToBox (bbox, li->v1->x, li->v1->y);
953 M_AddToBox (bbox, li->v2->x, li->v2->y);
956 void P_GroupLines (void)
958 register line_t *li;
959 register sector_t *sector;
960 int i,j, total = numlines;
962 // figgi
963 for (i=0 ; i<numsubsectors ; i++)
965 seg_t *seg = &segs[subsectors[i].firstline];
966 subsectors[i].sector = NULL;
967 for(j=0; j<subsectors[i].numlines; j++)
969 if(seg->sidedef)
971 subsectors[i].sector = seg->sidedef->sector;
972 break;
974 seg++;
976 if(subsectors[i].sector == NULL)
977 I_Error("P_GroupLines: Subsector a part of no sector!\n");
980 // count number of lines in each sector
981 for (i=0,li=lines; i<numlines; i++, li++)
983 li->frontsector->linecount++;
984 if (li->backsector && li->backsector != li->frontsector)
986 li->backsector->linecount++;
987 total++;
991 { // allocate line tables for each sector
992 line_t **linebuffer = Z_Malloc(total*sizeof(line_t *), PU_LEVEL, 0);
994 for (i=0, sector = sectors; i<numsectors; i++, sector++)
996 sector->lines = linebuffer;
997 linebuffer += sector->linecount;
998 sector->linecount = 0;
999 M_ClearBox(sector->blockbox);
1003 // Enter those lines
1004 for (i=0,li=lines; i<numlines; i++, li++)
1006 P_AddLineToSector(li, li->frontsector);
1007 if (li->backsector && li->backsector != li->frontsector)
1008 P_AddLineToSector(li, li->backsector);
1011 for (i=0, sector = sectors; i<numsectors; i++, sector++)
1013 fixed_t *bbox = (void*)sector->blockbox; // cph - For convenience, so
1014 // I can sue the old code unchanged
1015 int block;
1017 // set the degenmobj_t to the middle of the bounding box
1018 sector->soundorg.x = (bbox[BOXRIGHT]+bbox[BOXLEFT])/2;
1019 sector->soundorg.y = (bbox[BOXTOP]+bbox[BOXBOTTOM])/2;
1021 // adjust bounding box to map blocks
1022 block = (bbox[BOXTOP]-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT;
1023 block = block >= bmapheight ? bmapheight-1 : block;
1024 sector->blockbox[BOXTOP]=block;
1026 block = (bbox[BOXBOTTOM]-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT;
1027 block = block < 0 ? 0 : block;
1028 sector->blockbox[BOXBOTTOM]=block;
1030 block = (bbox[BOXRIGHT]-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT;
1031 block = block >= bmapwidth ? bmapwidth-1 : block;
1032 sector->blockbox[BOXRIGHT]=block;
1034 block = (bbox[BOXLEFT]-bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT;
1035 block = block < 0 ? 0 : block;
1036 sector->blockbox[BOXLEFT]=block;
1042 // killough 10/98
1044 // Remove slime trails.
1046 // Slime trails are inherent to Doom's coordinate system -- i.e. there is
1047 // nothing that a node builder can do to prevent slime trails ALL of the time,
1048 // because it's a product of the integer coodinate system, and just because
1049 // two lines pass through exact integer coordinates, doesn't necessarily mean
1050 // that they will intersect at integer coordinates. Thus we must allow for
1051 // fractional coordinates if we are to be able to split segs with node lines,
1052 // as a node builder must do when creating a BSP tree.
1054 // A wad file does not allow fractional coordinates, so node builders are out
1055 // of luck except that they can try to limit the number of splits (they might
1056 // also be able to detect the degree of roundoff error and try to avoid splits
1057 // with a high degree of roundoff error). But we can use fractional coordinates
1058 // here, inside the engine. It's like the difference between square inches and
1059 // square miles, in terms of granularity.
1061 // For each vertex of every seg, check to see whether it's also a vertex of
1062 // the linedef associated with the seg (i.e, it's an endpoint). If it's not
1063 // an endpoint, and it wasn't already moved, move the vertex towards the
1064 // linedef by projecting it using the law of cosines. Formula:
1066 // 2 2 2 2
1067 // dx x0 + dy x1 + dx dy (y0 - y1) dy y0 + dx y1 + dx dy (x0 - x1)
1068 // {---------------------------------, ---------------------------------}
1069 // 2 2 2 2
1070 // dx + dy dx + dy
1072 // (x0,y0) is the vertex being moved, and (x1,y1)-(x1+dx,y1+dy) is the
1073 // reference linedef.
1075 // Segs corresponding to orthogonal linedefs (exactly vertical or horizontal
1076 // linedefs), which comprise at least half of all linedefs in most wads, don't
1077 // need to be considered, because they almost never contribute to slime trails
1078 // (because then any roundoff error is parallel to the linedef, which doesn't
1079 // cause slime). Skipping simple orthogonal lines lets the code finish quicker.
1081 // Please note: This section of code is not interchangable with TeamTNT's
1082 // code which attempts to fix the same problem.
1084 // Firelines (TM) is a Rezistered Trademark of MBF Productions
1087 void P_RemoveSlimeTrails(void) // killough 10/98
1089 byte *hit = calloc(1, numvertexes); // Hitlist for vertices
1090 int i;
1091 for (i=0; i<numsegs; i++) // Go through each seg
1093 const line_t *l;
1095 if (segs[i].miniseg == true) //figgi -- skip minisegs
1096 return;
1098 l = segs[i].linedef; // The parent linedef
1099 if (l->dx && l->dy) // We can ignore orthogonal lines
1101 vertex_t *v = segs[i].v1;
1103 if (!hit[v - vertexes]) // If we haven't processed vertex
1105 hit[v - vertexes] = 1; // Mark this vertex as processed
1106 if (v != l->v1 && v != l->v2) // Exclude endpoints of linedefs
1107 { // Project the vertex back onto the parent linedef
1108 int_64_t dx2 = (l->dx >> FRACBITS) * (l->dx >> FRACBITS);
1109 int_64_t dy2 = (l->dy >> FRACBITS) * (l->dy >> FRACBITS);
1110 int_64_t dxy = (l->dx >> FRACBITS) * (l->dy >> FRACBITS);
1111 int_64_t s = dx2 + dy2;
1112 int x0 = v->x, y0 = v->y, x1 = l->v1->x, y1 = l->v1->y;
1113 v->x = (int)((dx2 * x0 + dy2 * x1 + dxy * (y0 - y1)) / s);
1114 v->y = (int)((dy2 * y0 + dx2 * y1 + dxy * (x0 - x1)) / s);
1116 } // Obsfucated C contest entry: :)
1117 while ((v != segs[i].v2) && (v = segs[i].v2));
1120 free(hit);
1124 // P_SetupLevel
1126 // killough 5/3/98: reformatted, cleaned up
1128 void P_SetupLevel(int episode, int map, int playermask, skill_t skill)
1130 (void)playermask;
1131 (void)skill;
1132 int i;
1133 char lumpname[9];
1134 int lumpnum;
1137 totalkills = totalitems = totalsecret = wminfo.maxfrags = 0;
1138 wminfo.partime = 180;
1140 for (i=0; i<MAXPLAYERS; i++)
1141 players[i].killcount = players[i].secretcount = players[i].itemcount = 0;
1143 // Initial height of PointOfView will be set by player think.
1144 players[consoleplayer].viewz = 1;
1146 // Make sure all sounds are stopped before Z_FreeTags.
1147 S_Start();
1149 Z_FreeTags(PU_LEVEL, PU_PURGELEVEL-1);
1150 if (rejectlump != -1) { // cph - unlock the reject table
1151 W_UnlockLumpNum(rejectlump);
1152 rejectlump = -1;
1155 P_InitThinkers();
1157 // if working with a devlopment map, reload it
1158 // W_Reload (); killough 1/31/98: W_Reload obsolete
1160 // find map name
1161 if (gamemode == commercial)
1163 if (map<10)
1164 snprintf (lumpname,sizeof(lumpname),"map0%d", map);
1165 else
1166 snprintf (lumpname,sizeof(lumpname),"map%d", map);
1168 else
1170 snprintf(lumpname,sizeof(lumpname), "E%dM%d", episode, map); // killough 1/24/98: simplify
1173 lumpnum = W_GetNumForName(lumpname);
1175 leveltime = 0;
1177 // note: most of this ordering is important
1179 // killough 3/1/98: P_LoadBlockMap call moved down to below
1180 // killough 4/4/98: split load of sidedefs into two parts,
1181 // to allow texture names to be used in special linedefs
1183 usingGLNodes = false;
1184 P_LoadVertexes (lumpnum+ML_VERTEXES);
1185 P_LoadSectors (lumpnum+ML_SECTORS);
1186 P_LoadSideDefs (lumpnum+ML_SIDEDEFS);
1187 P_LoadLineDefs (lumpnum+ML_LINEDEFS);
1188 P_LoadSideDefs2 (lumpnum+ML_SIDEDEFS);
1189 P_LoadLineDefs2 (lumpnum+ML_LINEDEFS);
1190 P_LoadBlockMap (lumpnum+ML_BLOCKMAP);
1192 P_LoadSubsectors(lumpnum + ML_SSECTORS);
1193 P_LoadNodes(lumpnum + ML_NODES);
1194 P_LoadSegs(lumpnum + ML_SEGS);
1196 if (rejectlump != -1)
1197 W_UnlockLumpNum(rejectlump);
1198 rejectlump = lumpnum+ML_REJECT;
1200 int rjlen = W_LumpLength(rejectlump);
1201 int rjreq = (numsectors*numsectors+7)/8;
1202 if (rjlen < rjreq) {
1203 printf("P_SetupLevel: REJECT too short (%d<%d) - padded\n",rjlen,rjreq);
1204 rejectmatrix = W_CacheLumpNumPadded(rejectlump,rjreq,0xff);
1205 } else {
1206 rejectmatrix = W_CacheLumpNum(rejectlump);
1209 P_GroupLines();
1211 P_RemoveSlimeTrails(); // killough 10/98: remove slime trails from wad
1213 // Note: you don't need to clear player queue slots --
1214 // a much simpler fix is in g_game.c -- killough 10/98
1216 bodyqueslot = 0;
1217 deathmatch_p = deathmatchstarts;
1218 P_MapStart();
1219 P_LoadThings(lumpnum+ML_THINGS);
1221 // if deathmatch, randomly spawn the active players
1222 if (deathmatch)
1223 for (i=0; i<MAXPLAYERS; i++)
1224 if (playeringame[i])
1226 players[i].mo = NULL;
1227 G_DeathMatchSpawnPlayer(i);
1230 // killough 3/26/98: Spawn icon landings:
1231 if (gamemode==commercial)
1232 P_SpawnBrainTargets();
1234 // clear special respawning que
1235 iquehead = iquetail = 0;
1237 // set up world state
1238 P_SpawnSpecials();
1240 P_MapEnd();
1242 // preload graphics
1243 if (precache)
1244 R_PrecacheLevel();
1248 // P_Init
1250 void P_Init (void)
1252 P_InitSwitchList();
1253 P_InitPicAnims();
1254 R_InitSprites(sprnames);