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| author | Joel Bodenmann <joel@seriouslyembedded.com> | 2015-11-04 07:11:25 +0100 | 
|---|---|---|
| committer | Joel Bodenmann <joel@seriouslyembedded.com> | 2015-11-04 07:11:25 +0100 | 
| commit | 96789916e3c6b8db8f4b1aba4ff5c36b0137bf3f (patch) | |
| tree | 51b848c65d1fcbe7115759435176447a85df4b7b /demos/3rdparty/doom/p_setup.c | |
| parent | d4f43afcd2309b0c6205826b571ecf7ab8f33071 (diff) | |
| download | uGFX-96789916e3c6b8db8f4b1aba4ff5c36b0137bf3f.tar.gz uGFX-96789916e3c6b8db8f4b1aba4ff5c36b0137bf3f.tar.bz2 uGFX-96789916e3c6b8db8f4b1aba4ff5c36b0137bf3f.zip | |
Removing doom demo (will become part of a dedicated demo-projects-repo)
Diffstat (limited to 'demos/3rdparty/doom/p_setup.c')
| -rw-r--r-- | demos/3rdparty/doom/p_setup.c | 708 | 
1 files changed, 0 insertions, 708 deletions
| diff --git a/demos/3rdparty/doom/p_setup.c b/demos/3rdparty/doom/p_setup.c deleted file mode 100644 index 03bdfc7c..00000000 --- a/demos/3rdparty/doom/p_setup.c +++ /dev/null @@ -1,708 +0,0 @@ -// 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" - - -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. -// -void P_LoadLineDefs (int lump) -{ -    byte*		data; -    int			i; -    maplinedef_t*	mld; -    line_t*		ld; -    vertex_t*		v1; -    vertex_t*		v2; -	 -    numlines = W_LumpLength (lump) / sizeof(maplinedef_t); -    lines = Z_Malloc (numlines*sizeof(line_t),PU_LEVEL,0);	 -    memset (lines, 0, numlines*sizeof(line_t)); -    data = W_CacheLumpNum (lump,PU_STATIC); -	 -    mld = (maplinedef_t *)data; -    ld = lines; -    for (i=0 ; i<numlines ; i++, mld++, ld++) -    { -	ld->flags = SHORT(mld->flags); -	ld->special = SHORT(mld->special); -	ld->tag = SHORT(mld->tag); -	v1 = ld->v1 = &vertexes[SHORT(mld->v1)]; -	v2 = ld->v2 = &vertexes[SHORT(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] = SHORT(mld->sidenum[0]); -	ld->sidenum[1] = SHORT(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; -    } -	 -    Z_Free (data); -} - - -// -// P_LoadSideDefs -// -void P_LoadSideDefs (int lump) -{ -    byte*		data; -    int			i; -    mapsidedef_t*	msd; -    side_t*		sd; -	 -    numsides = W_LumpLength (lump) / sizeof(mapsidedef_t); -    sides = Z_Malloc (numsides*sizeof(side_t),PU_LEVEL,0);	 -    memset (sides, 0, numsides*sizeof(side_t)); -    data = W_CacheLumpNum (lump,PU_STATIC); -	 -    msd = (mapsidedef_t *)data; -    sd = sides; -    for (i=0 ; i<numsides ; i++, msd++, sd++) -    { -	sd->textureoffset = SHORT(msd->textureoffset)<<FRACBITS; -	sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS; -	sd->toptexture = R_TextureNumForName(msd->toptexture); -	sd->bottomtexture = R_TextureNumForName(msd->bottomtexture); -	sd->midtexture = R_TextureNumForName(msd->midtexture); -	sd->sector = §ors[SHORT(msd->sector)]; -    } -	 -    Z_Free (data); -} - - -// -// P_LoadBlockMap -// -void P_LoadBlockMap (int lump) -{ -    int		i; -    int		count; -	 -    blockmaplump = W_CacheLumpNum (lump,PU_LEVEL); -    blockmap = blockmaplump+4; -    count = W_LumpLength (lump)/2; - -    for (i=0 ; i<count ; i++) -	blockmaplump[i] = SHORT(blockmaplump[i]); -		 -    bmaporgx = blockmaplump[0]<<FRACBITS; -    bmaporgy = blockmaplump[1]<<FRACBITS; -    bmapwidth = blockmaplump[2]; -    bmapheight = blockmaplump[3]; -	 -    // clear out mobj chains -    count = sizeof(*blocklinks)* bmapwidth*bmapheight; -    blocklinks = Z_Malloc (count,PU_LEVEL, 0); -    memset (blocklinks, 0, count); -} - - - -// -// P_GroupLines -// Builds sector line lists and subsector sector numbers. -// Finds block bounding boxes for sectors. -// -void P_GroupLines (void) -{ -    line_t**		linebuffer; -    int			i; -    int			j; -    int			total; -    line_t*		li; -    sector_t*		sector; -    subsector_t*	ss; -    seg_t*		seg; -    fixed_t		bbox[4]; -    int			block; -	 -    // look up sector number for each subsector -    ss = subsectors; -    for (i=0 ; i<numsubsectors ; i++, ss++) -    { -	seg = &segs[ss->firstline]; -	ss->sector = seg->sidedef->sector; -    } - -    // count number of lines in each sector -    li = lines; -    total = 0; -    for (i=0 ; i<numlines ; i++, li++) -    { -	total++; -	li->frontsector->linecount++; - -	if (li->backsector && li->backsector != li->frontsector) -	{ -	    li->backsector->linecount++; -	    total++; -	} -    } -	 -    // build line tables for each sector	 -    linebuffer = Z_Malloc (total*4, PU_LEVEL, 0); -    sector = sectors; -    for (i=0 ; i<numsectors ; i++, sector++) -    { -	M_ClearBox (bbox); -	sector->lines = linebuffer; -	li = lines; -	for (j=0 ; j<numlines ; j++, li++) -	{ -	    if (li->frontsector == sector || li->backsector == sector) -	    { -		*linebuffer++ = li; -		M_AddToBox (bbox, li->v1->x, li->v1->y); -		M_AddToBox (bbox, li->v2->x, li->v2->y); -	    } -	} -	if (linebuffer - sector->lines != sector->linecount) -	    I_Error ("P_GroupLines: miscounted"); -			 -	// set the degenmobj_t to the middle of the bounding box -	sector->soundorg.x = (bbox[BOXRIGHT]+bbox[BOXLEFT])/2; -	sector->soundorg.y = (bbox[BOXTOP]+bbox[BOXBOTTOM])/2; -		 -	// adjust bounding box to map blocks -	block = (bbox[BOXTOP]-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT; -	block = block >= bmapheight ? bmapheight-1 : block; -	sector->blockbox[BOXTOP]=block; - -	block = (bbox[BOXBOTTOM]-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT; -	block = block < 0 ? 0 : block; -	sector->blockbox[BOXBOTTOM]=block; - -	block = (bbox[BOXRIGHT]-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT; -	block = block >= bmapwidth ? bmapwidth-1 : block; -	sector->blockbox[BOXRIGHT]=block; - -	block = (bbox[BOXLEFT]-bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT; -	block = block < 0 ? 0 : block; -	sector->blockbox[BOXLEFT]=block; -    } -	 -} - - -// -// P_SetupLevel -// -void -P_SetupLevel -( int		episode, -  int		map, -  int		playermask, -  skill_t	skill) -{ -    int		i; -    char	lumpname[9]; -    int		lumpnum; -	 -    totalkills = totalitems = totalsecret = wminfo.maxfrags = 0; -    wminfo.partime = 180; -    for (i=0 ; i<MAXPLAYERS ; i++) -    { -	players[i].killcount = players[i].secretcount  -	    = players[i].itemcount = 0; -    } - -    // Initial height of PointOfView -    // will be set by player think. -    players[consoleplayer].viewz = 1;  - -    // Make sure all sounds are stopped before Z_FreeTags. -    S_Start ();			 - -     -#if 0 // UNUSED -    if (debugfile) -    { -	Z_FreeTags (PU_LEVEL, MAXINT); -	Z_FileDumpHeap (debugfile); -    } -    else -#endif -	Z_FreeTags (PU_LEVEL, PU_PURGELEVEL-1); - - -    // UNUSED W_Profile (); -    P_InitThinkers (); - -    // if working with a devlopment map, reload it -    W_Reload ();			 -	    -    // find map name -    if ( gamemode == commercial) -    { -	if (map<10) -		I_sprintf (lumpname,"map0%i", map); -	else -		I_sprintf (lumpname,"map%i", map); -    } -    else -    { -	lumpname[0] = 'E'; -	lumpname[1] = '0' + episode; -	lumpname[2] = 'M'; -	lumpname[3] = '0' + map; -	lumpname[4] = 0; -    } - -    lumpnum = W_GetNumForName (lumpname); -	 -    leveltime = 0; -	 -    // 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; -    deathmatch_p = deathmatchstarts; -    P_LoadThings (lumpnum+ML_THINGS); -     -    // if deathmatch, randomly spawn the active players -    if (deathmatch) -    { -	for (i=0 ; i<MAXPLAYERS ; i++) -	    if (playeringame[i]) -	    { -		players[i].mo = NULL; -		G_DeathMatchSpawnPlayer (i); -	    } -			 -    } - -    // clear special respawning que -    iquehead = iquetail = 0;		 -	 -    // set up world state -    P_SpawnSpecials (); -	 -    // build subsector connect matrix -    //	UNUSED P_ConnectSubsectors (); - -    // preload graphics -    if (precache) -	R_PrecacheLevel (); - -    //I_printf ("free memory: 0x%x\n", Z_FreeMemory()); - -} - - - -// -// P_Init -// -void P_Init (void) -{ -    P_InitSwitchList (); -    P_InitPicAnims (); -    R_InitSprites (sprnames); -} - - - | 
