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- /*
- Copyright (C) 2004-2005 Michael Liebscher
- Copyright (C) 2000-2002 by DarkOne the Hacker
- This program is free software; you can redistribute it and/or
- modify it under the terms of the GNU General Public License
- as published by the Free Software Foundation; either version 2
- of the License, or (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
- /*
- * wolf_level.c: Wolfenstein3-D Level management.
- *
- * Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
- * Date: 2004
- *
- * Acknowledgement:
- * Portion of this code was derived from NewWolf, and was originally
- * written by DarkOne the Hacker.
- *
- * Acknowledgement:
- * Portion of this code was derived from Wolfenstein 3-D, and was originally
- * written by Id Software, Inc.
- *
- */
- #include "../wolfiphone.h"
- statinfo_t static_wl6[]=
- {
- {false, -1}, // puddle spr1v
- { true, -1}, // Green Barrel "
- { true, -1}, // Table/chairs "
- { true, -1}, // Floor lamp "
- {false, -1}, // Chandelier "
- { true, -1}, // Hanged man "
- {false, pow_alpo}, // Bad food "
- { true, -1}, // Red pillar "
- { true, -1}, // Tree spr2v
- {false, -1}, // Skeleton flat "
- { true, -1}, // Sink " (SOD:gibs)
- { true, -1}, // Potted plant "
- { true, -1}, // Urn "
- { true, -1}, // Bare table "
- {false, -1}, // Ceiling light "
- {false, -1}, // Kitchen stuff "
- { true, -1}, // suit of armor spr3v
- { true, -1}, // Hanging cage "
- { true, -1}, // SkeletoninCage "
- {false, -1}, // Skeleton relax "
- {false, pow_key1}, // Key 1 "
- {false, pow_key2}, // Key 2 "
- { true, -1}, // stuff (SOD:gibs)
- {false, -1}, // stuff
- {false, pow_food}, // Good food spr4v
- {false, pow_firstaid}, // First aid "
- {false, pow_clip}, // Clip "
- {false, pow_machinegun},// Machine gun "
- {false, pow_chaingun}, // Gatling gun "
- {false, pow_cross}, // Cross "
- {false, pow_chalice}, // Chalice "
- {false, pow_bible}, // Bible "
- {false, pow_crown}, // crown spr5v
- {false, pow_fullheal}, // one up "
- {false, pow_gibs}, // gibs "
- { true, -1}, // barrel "
- { true, -1}, // well "
- { true, -1}, // Empty well "
- {false, pow_gibs}, // Gibs 2 "
- { true, -1}, // flag "
- { true, -1}, // Call Apogee spr7v
- {false, -1}, // junk "
- {false, -1}, // junk "
- {false, -1}, // junk "
- {false, -1}, // pots "
- { true, -1}, // stove " (SOD:gibs)
- { true, -1}, // spears " (SOD:gibs)
- {false, -1}, // vines "
- };
- statinfo_t static_sod[] =
- {
- {false, -1}, // puddle spr1v
- { true, -1}, // Green Barrel "
- { true, -1}, // Table/chairs "
- { true, -1}, // Floor lamp "
- {false, -1}, // Chandelier "
- { true, -1}, // Hanged man "
- {false, pow_alpo}, // Bad food "
- { true, -1}, // Red pillar "
- { true, -1}, // Tree spr2v
- {false, -1}, // Skeleton flat "
- { true, -1}, // Sink " (SOD:gibs)
- { true, -1}, // Potted plant "
- { true, -1}, // Urn "
- { true, -1}, // Bare table "
- {false, -1}, // Ceiling light "
- { true, -1}, // Gibs!
- { true, -1}, // suit of armor spr3v
- { true, -1}, // Hanging cage "
- { true, -1}, // SkeletoninCage "
- {false, -1}, // Skeleton relax "
- {false, pow_key1}, // Key 1 "
- {false, pow_key2}, // Key 2 "
- { true, -1}, // stuff (SOD:gibs)
- {false, -1}, // stuff
- {false, pow_food}, // Good food spr4v
- {false, pow_firstaid}, // First aid "
- {false, pow_clip}, // Clip "
- {false, pow_machinegun},// Machine gun "
- {false, pow_chaingun}, // Gatling gun "
- {false, pow_cross}, // Cross "
- {false, pow_chalice}, // Chalice "
- {false, pow_bible}, // Bible "
- {false, pow_crown}, // crown spr5v
- {false, pow_fullheal}, // one up "
- {false, pow_gibs}, // gibs "
- { true, -1}, // barrel "
- { true, -1}, // well "
- { true, -1}, // Empty well "
- {false, pow_gibs}, // Gibs 2 "
- { true, -1}, // flag "
- {false, -1}, // Red light
- {false, -1}, // junk "
- {false, -1}, // junk "
- {false, -1}, // junk "
- { true, -1}, // Gibs!
- { true, -1}, // stove " (SOD:gibs)
- { true, -1}, // spears " (SOD:gibs)
- {false, -1}, // vines "
- { true, -1}, // marble pillar
- {false, pow_25clip}, // bonus 25 clip
- { true, -1}, // truck
- {false, pow_spear}, // SPEAR OF DESTINY!
- };
- statinfo_t *statinfo = static_wl6;
- int num_statics = sizeof( static_wl6 ) / sizeof( static_wl6[ 0 ] );
- texture_t *wallTextures[1000];
- texture_t *spriteTextures[1000];
- PRIVATE W16 cachedGuard = 0;
- PRIVATE W16 cachedOfficer = 0;
- PRIVATE W16 cachedSS = 0;
- PRIVATE W16 cachedDog = 0;
- PRIVATE W16 cachedMutant = 0;
- PRIVATE int progress_bar = 0;
- LevelData_t levelData;
- void CacheTextures( W16 start, W16 end )
- {
- W16 i;
- static char texname[ 64 ];
- for( i = start ; i <= end ; ++i )
- {
- if ( !spriteTextures[i] ) {
- my_snprintf( texname, sizeof( texname ), "%s/%.3d.tga", spritelocation, i );
- spriteTextures[i] = TM_FindTexture( texname, TT_Sprite );
- }
- }
- }
- /*
- -----------------------------------------------------------------------------
- Function: Level_ScanInfoPlane -Spawn all actors and mark down special places.
-
- Parameters:
-
- Returns:
-
- Notes:
- -----------------------------------------------------------------------------
- */
- PUBLIC void Level_ScanInfoPlane( LevelData_t *lvl )
- {
- int x, y;
- W16 tile;
-
- cachedGuard = 0;
- cachedOfficer = 0;
- cachedSS = 0;
- cachedDog = 0;
- cachedMutant = 0;
- progress_bar = 0;
- for( y = 0 ; y < 64; ++y )
- {
- for( x = 0 ; x < 64 ; ++x )
- {
- tile = lvl->Plane2[ (63 - y) * 64 + x ];
- if( ! tile )
- {
- continue;
- }
- switch( tile )
- {
- //
- // guard
- //
- case 180:
- case 181:
- case 182:
- case 183:
- if( skill->value < gd_hard )
- break;
- tile -= 36;
- case 144:
- case 145:
- case 146:
- case 147:
- if( skill->value < gd_medium )
- break;
- tile -= 36;
- case 108:
- case 109:
- case 110:
- case 111:
- if( ! cachedGuard )
- {
- CacheTextures( SPR_GRD_S_1, SPR_GRD_SHOOT3 );
- cachedGuard = 1;
- }
- SpawnStand( en_guard, x, y, tile - 108, lvl );
- break;
- case 184:
- case 185:
- case 186:
- case 187:
- if( skill->value < gd_hard )
- break;
- tile -= 36;
- case 148:
- case 149:
- case 150:
- case 151:
- if( skill->value < gd_medium )
- break;
- tile -= 36;
- case 112:
- case 113:
- case 114:
- case 115:
- if( ! cachedGuard )
- {
- CacheTextures( SPR_GRD_S_1, SPR_GRD_SHOOT3 );
- cachedGuard = 1;
- }
- SpawnPatrol( en_guard, x, y,tile - 112 );
- break;
- case 124:
- SpawnDeadGuard( en_guard, x, y );
- break;
- //
- // officer
- //
- case 188:
- case 189:
- case 190:
- case 191:
- if( skill->value < gd_hard )
- break;
- tile -= 36;
- case 152:
- case 153:
- case 154:
- case 155:
- if( skill->value < gd_medium )
- break;
- tile -= 36;
- case 116:
- case 117:
- case 118:
- case 119:
- if( ! cachedOfficer )
- {
- CacheTextures( SPR_OFC_S_1, SPR_OFC_SHOOT3 );
- cachedOfficer = 1;
- }
- SpawnStand( en_officer, x, y, tile - 116, lvl );
- break;
- case 192:
- case 193:
- case 194:
- case 195:
- if( skill->value < gd_hard )
- break;
- tile -= 36;
- case 156:
- case 157:
- case 158:
- case 159:
- if( skill->value < gd_medium )
- break;
- tile -= 36;
- case 120:
- case 121:
- case 122:
- case 123:
- if( ! cachedOfficer )
- {
- CacheTextures( SPR_OFC_S_1, SPR_OFC_SHOOT3 );
- cachedOfficer = 1;
- }
- SpawnPatrol( en_officer, x, y, tile - 120 );
- break;
- //
- // SS
- //
- case 198:
- case 199:
- case 200:
- case 201:
- if( skill->value < gd_hard )
- break;
- tile -= 36;
- case 162:
- case 163:
- case 164:
- case 165:
- if( skill->value < gd_medium )
- break;
- tile -= 36;
- case 126:
- case 127:
- case 128:
- case 129:
- if( ! cachedSS )
- {
- CacheTextures( SPR_SS_S_1, SPR_SS_SHOOT3 );
- cachedSS = 1;
- }
- SpawnStand( en_ss, x, y, tile - 126, lvl );
- break;
- case 202:
- case 203:
- case 204:
- case 205:
- if( skill->value < gd_hard )
- break;
- tile -= 36;
- case 166:
- case 167:
- case 168:
- case 169:
- if( skill->value < gd_medium )
- break;
- tile -= 36;
- case 130:
- case 131:
- case 132:
- case 133:
- if( ! cachedSS )
- {
- CacheTextures( SPR_SS_S_1, SPR_SS_SHOOT3 );
- cachedSS = 1;
- }
- SpawnPatrol( en_ss, x, y, tile - 130 );
- break;
- //
- // dogs
- //
- case 206:
- case 207:
- case 208:
- case 209:
- if( skill->value < gd_hard )
- break;
- tile -= 36;
- case 170:
- case 171:
- case 172:
- case 173:
- if( skill->value < gd_medium )
- break;
- tile -= 36;
- case 134:
- case 135:
- case 136:
- case 137:
- if( ! cachedDog )
- {
- CacheTextures( SPR_DOG_W1_1, SPR_DOG_JUMP3 );
- cachedDog = 1;
- }
- SpawnStand( en_dog, x, y, tile - 134, lvl );
- break;
- case 210:
- case 211:
- case 212:
- case 213:
- if( skill->value < gd_hard )
- break;
- tile -= 36;
- case 174:
- case 175:
- case 176:
- case 177:
- if( skill->value < gd_medium )
- break;
- tile -= 36;
- case 138:
- case 139:
- case 140:
- case 141:
- if( ! cachedDog )
- {
- CacheTextures( SPR_DOG_W1_1, SPR_DOG_JUMP3 );
- cachedDog = 1;
- }
- SpawnPatrol( en_dog, x, y, tile - 138 );
- break;
- // bosses
- case 214:
- CacheTextures( SPR_BOSS_W1, SPR_BOSS_DIE3 );
- SpawnBoss( en_boss, x, y );
- break;
- case 197:
- CacheTextures( SPR_GRETEL_W1, SPR_GRETEL_DIE3 );
- SpawnBoss( en_gretel, x, y );
- break;
- case 215:
- CacheTextures( SPR_GIFT_W1, SPR_GIFT_DEAD );
- SpawnBoss( en_gift, x, y );
- break;
- case 179:
- CacheTextures( SPR_FAT_W1, SPR_FAT_DEAD );
- SpawnBoss( en_fat, x, y );
- break;
- case 196:
- CacheTextures( SPR_SCHABB_W1, SPR_HYPO4 );
- SpawnBoss( en_schabbs, x, y );
- break;
- case 160:
- CacheTextures( SPR_FAKE_W1, SPR_FAKE_DEAD );
- SpawnBoss( en_fake, x, y );
- break;
- case 178:
- CacheTextures( SPR_MECHA_W1, SPR_HITLER_DIE7 );
- SpawnBoss( en_mecha, x, y );
- break;
- //
- // Spear
- //
- case 106:
- CacheTextures( SPR_SPECTRE_W1, SPR_SPECTRE_F4 );
- SpawnBoss( en_spectre, x, y );
- break;
- case 107:
- CacheTextures( SPR_ANGEL_W1, SPR_ANGEL_DEAD );
- SpawnBoss( en_angel, x, y );
- break;
- case 125:
- CacheTextures( SPR_TRANS_W1, SPR_TRANS_DIE3 );
- SpawnBoss( en_trans, x, y );
- break;
- case 142:
- CacheTextures( SPR_UBER_W1, SPR_UBER_DEAD );
- SpawnBoss( en_uber, x, y );
- break;
- case 143:
- CacheTextures( SPR_WILL_W1, SPR_WILL_DEAD );
- SpawnBoss( en_will, x, y );
- break;
- case 161:
- CacheTextures( SPR_DEATH_W1, SPR_DEATH_DEAD );
- SpawnBoss( en_death, x, y );
- break;
- //
- // mutants
- //
- case 252:
- case 253:
- case 254:
- case 255:
- if( skill->value < gd_hard )
- break;
- tile -= 18;
- case 234:
- case 235:
- case 236:
- case 237:
- if( skill->value < gd_medium )
- break;
- tile -= 18;
- case 216:
- case 217:
- case 218:
- case 219:
- if( ! cachedMutant )
- {
- CacheTextures( SPR_MUT_S_1, SPR_MUT_SHOOT4 );
- cachedMutant = 1;
- }
- SpawnStand( en_mutant, x, y, tile - 216, lvl );
- break;
- case 256:
- case 257:
- case 258:
- case 259:
- if (skill->value<gd_hard)
- break;
- tile -= 18;
- case 238:
- case 239:
- case 240:
- case 241:
- if( skill->value < gd_medium )
- break;
- tile -= 18;
- case 220:
- case 221:
- case 222:
- case 223:
- if( ! cachedMutant )
- {
- CacheTextures( SPR_MUT_S_1, SPR_MUT_SHOOT4 );
- cachedMutant = 1;
- }
- SpawnPatrol( en_mutant, x, y, tile - 220 );
- break;
- //
- // ghosts
- //
- case 224:
- CacheTextures( SPR_BLINKY_W1, SPR_BLINKY_W2 );
- SpawnGhosts( en_blinky, x, y );
- break;
- case 225:
- CacheTextures( SPR_PINKY_W1, SPR_PINKY_W2 );
- SpawnGhosts( en_clyde, x, y );
- break;
- case 226:
- CacheTextures( SPR_CLYDE_W1, SPR_CLYDE_W2 );
- SpawnGhosts( en_pinky, x, y );
- break;
- case 227:
- CacheTextures( SPR_INKY_W1, SPR_INKY_W2 );
- SpawnGhosts( en_inky, x, y );
- break;
- }
- }
- }
- }
- /*
- -----------------------------------------------------------------------------
- Function:
-
- Parameters:
-
- Returns:
-
- Notes:
- -----------------------------------------------------------------------------
- */
- PRIVATE void Lvl_SpawnStatic( LevelData_t *lvl, int type, int x, int y )
- {
- int spr_id;
- if( statinfo[ type ].powerup == -1 )
- {
- if( statinfo[ type ].block ) // blocking static
- {
- lvl->tilemap[ x ][ y ] |= BLOCK_TILE;
- }
- else // dressing static
- {
- lvl->tilemap[ x ][ y ] |= DRESS_TILE;
- }
- spr_id = Sprite_GetNewSprite();
- if( spr_id == -1 )
- {
- return;
- }
- Sprite_SetPos( spr_id, TILE2POS( x ), TILE2POS( y ), 0 );
- Sprite_SetTex( spr_id, 0, SPR_STAT_0 + type );
- }
- else
- {
- Powerup_Spawn( x, y, statinfo[ type ].powerup );
- if( statinfo[ type ].powerup == pow_cross ||
- statinfo[ type ].powerup == pow_chalice ||
- statinfo[ type ].powerup == pow_bible ||
- statinfo[ type ].powerup == pow_crown ||
- statinfo[ type ].powerup == pow_fullheal )
- {
- levelstate.total_treasure++; // FIXME: move this to Powerup_Spawn Function!
- }
- }
- }
- /*
- -----------------------------------------------------------------------------
- Function:
-
- Parameters:
-
- Returns:
-
- Notes:
- -----------------------------------------------------------------------------
- */
- PRIVATE void Lvl_SpawnObj( LevelData_t *lvl, int type, int x, int y )
- {
- if( type >= 23 && type < 23 + num_statics )
- {// static object
- Lvl_SpawnStatic( lvl, type - 23, x, y);
- return;
- }
- switch( type )
- {
- case 0x13: // start N
- lvl->pSpawn.origin[ 0 ] = TILE2POS( x );
- lvl->pSpawn.origin[ 1 ] = TILE2POS( y );
- lvl->pSpawn.angle = ANG_90;
- break;
- case 0x14: // start E
- lvl->pSpawn.origin[ 0 ] = TILE2POS( x );
- lvl->pSpawn.origin[ 1 ] = TILE2POS( y );
- lvl->pSpawn.angle = ANG_0;
- break;
- case 0x15: // start S
- lvl->pSpawn.origin[ 0 ] = TILE2POS( x );
- lvl->pSpawn.origin[ 1 ] = TILE2POS( y );
- lvl->pSpawn.angle = ANG_270;
- break;
- case 0x16: // start W
- lvl->pSpawn.origin[ 0 ] = TILE2POS( x );
- lvl->pSpawn.origin[ 1 ] = TILE2POS( y );
- lvl->pSpawn.angle = ANG_180;
- break;
- case 0x5a: // turn E
- lvl->tilemap[ x ][ y ] |= TILE_IS_E_TURN;//FIXME!
- break;
- case 0x5b: // turn NE
- lvl->tilemap[ x ][ y ] |= TILE_IS_NE_TURN;//FIXME!
- break;
- case 0x5c: // turn N
- lvl->tilemap[ x ][ y ] |= TILE_IS_N_TURN;//FIXME!
- break;
- case 0x5d: // turn NW
- lvl->tilemap[ x ][ y ] |= TILE_IS_NW_TURN;//FIXME!
- break;
- case 0x5e: // turn W
- lvl->tilemap[ x ][ y ] |= TILE_IS_W_TURN;//FIXME!
- break;
- case 0x5f: // turn SW
- lvl->tilemap[ x ][ y ] |= TILE_IS_SW_TURN;//FIXME!
- break;
- case 0x60: // turn S
- lvl->tilemap[ x ][ y ] |= TILE_IS_S_TURN;//FIXME!
- break;
- case 0x61: // turn SE
- lvl->tilemap[ x ][ y ] |= TILE_IS_SE_TURN;//FIXME!
- break;
- case 0x62: // pushwall modifier
- lvl->tilemap[ x ][ y ] |= SECRET_TILE;
- levelstate.total_secrets++;
- break;
- case 0x63: // Victory trigger
- lvl->tilemap[ x ][ y ] |= EXIT_TILE;
- break;
- // spawn guards
- } // end of switch( type )
- }
- /*
- -----------------------------------------------------------------------------
- Function:
-
- Parameters:
- length -[in] The length of the EXPANDED data.
- Returns:
-
- Notes:
- -----------------------------------------------------------------------------
- */
- PRIVATE void Lvl_CarmackExpand( W16 *source, W16 *dest, W16 length )
- {
- #define NEARTAG 0xA7
- #define FARTAG 0xA8
- W32 chhigh, offset;
- W16 *copyptr, *outptr;
- W8 *inptr;
- W16 ch, count;
- length /= 2;
- inptr = (W8 *)source;
- outptr = dest;
- while( length )
- {
- ch = *(W16 *)inptr;
- inptr += 2;
- chhigh = ch >> 8;
- if( chhigh == NEARTAG )
- {
- count = ch & 0xff;
- if( ! count )
- { // have to insert a word containing the tag byte
- ch |= *inptr++;
- *outptr++ = (W16)ch;
- length--;
- }
- else
- {
- offset = *inptr++;
- copyptr = outptr - offset;
- length -= count;
- while( count-- )
- {
- *outptr++ = *copyptr++;
- }
- }
- }
- else if( chhigh == FARTAG )
- {
- count = ch & 0xff;
- if( ! count )
- { // have to insert a word containing the tag byte
- ch |= *inptr++;
- *outptr++ = ch;
- length--;
- }
- else
- {
- offset = *(W16 *)inptr;
- inptr += 2;
- copyptr = dest + offset;
- length -= count;
- while( count-- )
- {
- *outptr++ = *copyptr++;
- }
- }
- }
- else
- {
- *outptr++ = ch;
- length--;
- }
- }
- }
- /*
- -----------------------------------------------------------------------------
- Function:
-
- Parameters:
- length -[in] Is EXPANDED length
- Returns:
-
-
- Notes:
- -----------------------------------------------------------------------------
- */
- PRIVATE void Lvl_RLEWexpand( W16 *source, W16 *dest,
- long length, unsigned rlewtag )
- {
- unsigned value,count,i;
- W16 *end;
-
- //
- // expand it
- //
- end = dest + (length >> 1);
- do
- {
- value = *source++;
- if( value != rlewtag )
- {
- //
- // uncompressed
- //
- *dest++ = value;
- }
- else
- {
- //
- // compressed string
- //
- count = *source++;
- value = *source++;
- for( i = 1 ; i <= count ; ++i )
- {
- *dest++ = value;
- }
- }
- } while( dest < end );
- }
- #define MAPHEADER_SIZE 49
- #define MAP_SIGNATURE 0x21444921
- /*
- -----------------------------------------------------------------------------
- Function:
-
- Parameters:
-
- Returns:
-
- Notes:
- -----------------------------------------------------------------------------
- */
- PUBLIC LevelData_t *Level_LoadMap( const char *levelname )
- {
- W16 rle;
- W32 offset[ 3 ];
- W16 length[ 3 ];
- W16 w, h;
- W32 signature;
- W16 *buffer, expanded;
- W8 *data;
- W32 ceiling, floor;
- LevelData_t *newMap;
- filehandle_t *fhandle;
- W16 mapNameLength;
- char *mapName;
- W16 musicNameLength;
- char *musicName;
- SW32 filesize;
-
- int x, y0, y, layer1, layer2, layer3;
- if( g_version->value == SPEAROFDESTINY && currentMap.episode >= 6 && currentMap.episode < 9)//added the episode check... gsh)
- {
- statinfo = static_sod;
- num_statics = sizeof( static_sod ) / sizeof( static_sod[ 0 ] );
- }
- else
- {
- statinfo = static_wl6;
- num_statics = sizeof( static_wl6 ) / sizeof( static_wl6[ 0 ] );
- }
- newMap = &levelData;
- memset( newMap, 0, sizeof( LevelData_t ) );
-
- fhandle = FS_OpenFile( levelname, 0 );
- if( ! fhandle )
- {
- char errBuffer[1024];
- sprintf( errBuffer, "levelname: %s, could not be found", levelname);
- iphoneMessageBox("map filename", errBuffer);
- Com_Printf( "Could not load map (%s)\n", levelname );
- return NULL;
- }
-
- filesize = FS_GetFileSize( fhandle );
- if( filesize < MAPHEADER_SIZE )
- {
- iphoneMessageBox("map header size", "header size of the map is wrong");
- Com_Printf("Map file size is smaller than mapheader size\n");
- return NULL;
- }
-
- //
- // Process map header
- //
- FS_ReadFile( &signature, 1, 4, fhandle );
- if( signature != MAP_SIGNATURE )
- {
- iphoneMessageBox("map signature", "signature of the map file is invalid");
- Com_Printf("File signature does not match MAP_SIGNATURE\n");
- return NULL;
- }
-
-
- FS_ReadFile( &rle, 2, 1, fhandle );
- FS_ReadFile( &w, 2, 1, fhandle );
- FS_ReadFile( &h, 2, 1, fhandle );
- FS_ReadFile( &ceiling, 4, 1, fhandle );
- FS_ReadFile( &floor, 4, 1, fhandle );
-
- FS_ReadFile( &length, 2, 3, fhandle );
- FS_ReadFile( &offset, 4, 3, fhandle );
-
-
- FS_ReadFile( &mapNameLength, 1, 2, fhandle );
- FS_ReadFile( &musicNameLength, 1, 2, fhandle );
-
- FS_ReadFile( &levelstate.fpartime, sizeof( float ), 1, fhandle );
- FS_ReadFile( levelstate.spartime, sizeof( W8 ), 5, fhandle );
- levelstate.spartime[ 5 ] = '\0';
-
- if( filesize < (MAPHEADER_SIZE + mapNameLength + musicNameLength +
- length[ 0 ] + length[ 1 ] + length[ 2 ]) )
- {
- iphoneMessageBox("map filesize", "filesize is less than MAPHEADER_SIZE + mapNameLength + musicNameLength + etc");
- Com_Printf("filesize is less than MAPHEADER_SIZE + mapNameLength + musicNameLength + etc\n");
- return NULL;
- }
-
- mapName = Z_Malloc( mapNameLength + 1 );
- musicName = Z_Malloc( musicNameLength + 1 );
- FS_ReadFile( mapName, 1, mapNameLength, fhandle );
- mapName[ mapNameLength ] = '\0';
-
- FS_ReadFile( musicName, 1, musicNameLength, fhandle );
- musicName[ musicNameLength ] = '\0';
-
- if( filesize < (MAPHEADER_SIZE + mapNameLength + musicNameLength) )
- {
- iphoneMessageBox("map filesize", "filesize is less than MAPHEADER_SIZE + mapNameLength + musicNameLength");
- Com_Printf("filesize is less than MAPHEADER_SIZE + mapNameLength + musicNameLength\n");
- return NULL;
- }
-
- //
- // Plane1 -Walls
- //
- data = MM_MALLOC( length[ 0 ] );
- FS_FileSeek( fhandle, offset[ 0 ], SEEK_SET );
- FS_ReadFile( data, 1, length[ 0 ], fhandle );
-
- expanded = *((unsigned short *)data);
- buffer = MM_MALLOC( expanded );
- Lvl_CarmackExpand( (unsigned short *)data+1, buffer, expanded );
- Lvl_RLEWexpand( buffer+1, newMap->Plane1, 64*64*2, rle );
-
- MM_FREE( buffer );
- MM_FREE( data );
- //
- // Plane2 -Objects
- //
- data = MM_MALLOC( length[ 1 ] );
- FS_FileSeek( fhandle, offset[ 1 ], SEEK_SET );
- FS_ReadFile( data, 1, length[ 1 ], fhandle );
-
- expanded = *((PW16)data);
- buffer = MM_MALLOC( expanded );
- Lvl_CarmackExpand( (PW16)data+1, buffer, expanded );
- Lvl_RLEWexpand( buffer+1, newMap->Plane2, 64*64*2, rle );
-
- MM_FREE( buffer );
- MM_FREE( data );
- //
- // Plane3 -Other
- //
- data = MM_MALLOC( length[ 2 ] );
- FS_FileSeek( fhandle, offset[ 2 ], SEEK_SET );
- FS_ReadFile( data, 1, length[ 2 ], fhandle );
-
- expanded = *((PW16)data);
- buffer = MM_MALLOC( expanded );
- Lvl_CarmackExpand( (PW16)data+1, buffer, expanded );
- Lvl_RLEWexpand( buffer+1, newMap->Plane3, 64*64*2, rle );
-
- MM_FREE( buffer );
- MM_FREE( data );
-
- FS_CloseFile( fhandle );
-
- // HUGE HACK to take out the pushwall maze that occasionally
- // gets players stuck in level E4M2 without actually touching
- // a map editor...
- if ( !strcmp( levelname, "maps/w31.map" ) ) {
- for ( x = 22 ; x <= 32 ; x++ ) {
- for ( y0 = 30 ; y0 <= 32 ; y0++ ) {
- newMap->Plane1[ y0 * 64 + x ] = newMap->Plane1[ 30*64+21 ];
- newMap->Plane2[ y0 * 64 + x ] = newMap->Plane2[ 30*64+21 ];
- newMap->Plane3[ y0 * 64 + x ] = newMap->Plane3[ 30*64+21 ];
- }
- }
- }
-
-
- for( y0 = 0 ; y0 < 64 ; ++y0 )
- for( x = 0 ; x < 64 ; ++x )
- {
- y = 63 - y0;
- layer1 = newMap->Plane1[ y0 * 64 + x ];
- layer2 = newMap->Plane2[ y0 * 64 + x ];
- layer3 = newMap->Plane3[ y0 * 64 + x ];
- // if server, process obj layer!
- if( layer2 )
- {
- Lvl_SpawnObj( newMap, layer2, x, y );
- }
- // Map data layer
- if( layer1 == 0 )
- {
- newMap->areas[ x ][ y ] = -3; // unknown area
- }
- else if( layer1 < 0x6a ) // solid map object
- {
- if( (layer1 >= 0x5A && layer1 <= 0x5F) ||
- layer1 == 0x64 || layer1 == 0x65 ) // door
- {
- newMap->tilemap[ x ][ y ] |= DOOR_TILE;
- Door_SpawnDoor( &newMap->Doors, x, y, layer1 );
- newMap->areas[ x ][ y ] = -2; // door area
- }
- else
- {
- newMap->tilemap[ x ][ y ] |= WALL_TILE;
- newMap->wall_tex_x[ x ][ y ] = (layer1-1) * 2 + 1;
- newMap->wall_tex_y[ x ][ y ] = (layer1-1) * 2;
- newMap->areas[ x ][ y ] = -1; // wall area
-
- if( layer1 == 0x15 ) // elevator
- {
- newMap->tilemap[ x ][ y ] |= ELEVATOR_TILE;
- }
- }
- }
- else if( layer1 == 0x6a ) // Ambush floor tile
- {
- newMap->tilemap[ x ][ y ] |= AMBUSH_TILE;
- newMap->areas[ x ][ y ] = -3; // unknown area
- }
- else if( layer1 >= FIRSTAREA &&
- layer1 < (FIRSTAREA + NUMAREAS) ) // area
- {
- if( layer1 == FIRSTAREA ) // secret level
- {
- newMap->tilemap[ x ][ y ] |= SECRETLEVEL_TILE;
- }
-
- newMap->areas[ x ][ y ] = layer1 - FIRSTAREA;// spawn area
- }
- else
- {
- newMap->areas[ x ][ y ] = -3; // unknown area
- }
- // End of the map data layer
- }
-
- // JDC: try to replace all the unknown areas with an adjacent area, to
- // avoid the silent attack / no damage problem when you get an ambush
- // guard stuck on their original tile
- for ( x = 1 ; x < 63 ; x++ ) {
- for ( y = 1 ; y < 63 ; y++ ) {
- if ( newMap->areas[x][y] != -3 ) {
- continue;
- }
- if ( newMap->areas[x-1][y] >= 0 ) {
- newMap->areas[x][y] = newMap->areas[x-1][y];
- } else if ( newMap->areas[x+1][y] >= 0 ) {
- newMap->areas[x][y] = newMap->areas[x+1][y];
- } else if ( newMap->areas[x][y-1] >= 0 ) {
- newMap->areas[x][y] = newMap->areas[x][y-1];
- } else if ( newMap->areas[x+1][y+1] >= 0 ) {
- newMap->areas[x][y] = newMap->areas[x][y+1];
- }
- }
- }
-
- Door_SetAreas( &newMap->Doors, newMap->areas );
- my_strlcpy( levelstate.level_name, mapName, sizeof( levelstate.level_name ) );
-
- strcpy( newMap->mapName, mapName );
- strcpy( newMap->musicName, musicName );
- newMap->ceilingColour[ 0 ] = (W8)((ceiling >> 16) & 0xFF);
- newMap->ceilingColour[ 1 ] = (W8)((ceiling >> 8) & 0xFF);
- newMap->ceilingColour[ 2 ] = (W8)((ceiling ) & 0xFF);
- newMap->floorColour[ 0 ] = (W8)((floor >> 16) & 0xFF);
- newMap->floorColour[ 1 ] = (W8)((floor >> 8) & 0xFF);
- newMap->floorColour[ 2 ] = (W8)((floor ) & 0xFF);
- return newMap;
- }
- /*
- -----------------------------------------------------------------------------
- Function: Level_VerifyMap
-
- Parameters: level file name
-
- Returns: 0 if invalid map, 1 otherwise
-
- Notes:
-
- -----------------------------------------------------------------------------
- */
- PUBLIC int Level_VerifyMap( const char *levelname )
- {
- W16 rle;
- W32 offset[ 3 ];
- W16 length[ 3 ];
- W16 w, h;
- W32 signature;
- W32 ceiling, floor;
- filehandle_t *fhandle;
- W16 mapNameLength;
- char *mapName = NULL;
- W16 musicNameLength;
- char *musicName = NULL;
- SW32 filesize;
- int value = 1;
-
-
- fhandle = FS_OpenFile( levelname, FA_FILE_IPHONE_DOC_DIR );
- if( ! fhandle )
- {
- value = 0;
- goto cleanup;
- }
-
- filesize = FS_GetFileSize( fhandle );
- if( filesize < MAPHEADER_SIZE )
- {
- value = 0;
- goto cleanup;
- }
-
- FS_ReadFile( &signature, 1, 4, fhandle );
- if( signature != MAP_SIGNATURE )
- {
- value = 0;
- goto cleanup;
- }
-
- FS_ReadFile( &rle, 2, 1, fhandle );
-
- FS_ReadFile( &w, 2, 1, fhandle );
- FS_ReadFile( &h, 2, 1, fhandle );
-
- FS_ReadFile( &ceiling, 4, 1, fhandle );
- FS_ReadFile( &floor, 4, 1, fhandle );
-
-
- FS_ReadFile( &length, 2, 3, fhandle );
- FS_ReadFile( &offset, 4, 3, fhandle );
-
-
- FS_ReadFile( &mapNameLength, 1, 2, fhandle );
- FS_ReadFile( &musicNameLength, 1, 2, fhandle );
-
- FS_ReadFile( &levelstate.fpartime, sizeof( float ), 1, fhandle );
-
- FS_ReadFile( levelstate.spartime, sizeof( W8 ), 5, fhandle );
- levelstate.spartime[ 5 ] = '\0';
-
-
- if( filesize < (MAPHEADER_SIZE + mapNameLength + musicNameLength +
- length[ 0 ] + length[ 1 ] + length[ 2 ]) )
- {
- value = 0;
- goto cleanup;
- }
-
- mapName = Z_Malloc( mapNameLength + 1 );
- musicName = Z_Malloc( musicNameLength + 1 );
-
-
- FS_ReadFile( mapName, 1, mapNameLength, fhandle );
- mapName[ mapNameLength ] = '\0';
-
-
- FS_ReadFile( musicName, 1, musicNameLength, fhandle );
- musicName[ musicNameLength ] = '\0';
-
-
- if( filesize < (MAPHEADER_SIZE + mapNameLength + musicNameLength) )
- {
- value = 0;
- goto cleanup;
- }
-
- cleanup:
- FS_CloseFile(fhandle);
- if (mapName) {
- Z_Free(mapName);
- }
- if (musicName) {
- Z_Free(musicName);
- }
- return value;
- }
- /*
- -----------------------------------------------------------------------------
- Function:
-
- Parameters:
-
- Returns:
-
- Notes:
- -----------------------------------------------------------------------------
- */
- PUBLIC void Level_PrecacheTextures_Sound( LevelData_t *lvl )
- {
- int x, y;
- char texname[ 32 ];
-
- for( x = 0 ; x < 64 ; ++x )
- for( y = 0 ; y < 64 ; ++y )
- {
- if( lvl->tilemap[ x ][ y ] & WALL_TILE )
- {
- LoadWallTexture( lvl->wall_tex_x[ x ][ y ] );
- LoadWallTexture( lvl->wall_tex_y[ x ][ y ] );
- }
- if( lvl->tilemap[ x ][ y ] & POWERUP_TILE )
- {
- int tex = lvl->tilemap[ x ][ y ] & POWERUP_TILE;
- my_snprintf( texname, sizeof( texname ), "%s/%.3d.tga", spritelocation, tex );
- spriteTextures[tex] = TM_FindTexture( texname, TT_Wall );
- }
- }
- // Doors
- for( x = TEX_DOOR; x < TEX_DLOCK+2 ; ++x )
- {
- LoadWallTexture( x );
- }
- // Items
- CacheTextures( 26, 36 );
- // Weapon frames
- CacheTextures( SPR_KNIFEREADY, SPR_CHAINATK4 );
-
- // in case the last wall load was a dim copy
- pfglColor3f( 1, 1, 1 );
- }
- /*
- -----------------------------------------------------------------------------
- Function:
-
- Parameters:
-
- Returns: true if a straight line between 2 points is unobstructed,
- otherwise false.
-
- Notes:
- -----------------------------------------------------------------------------
- */
- PUBLIC _boolean Level_CheckLine( SW32 x1, SW32 y1, SW32 x2, SW32 y2, LevelData_t *lvl )
- {
- SW32 xt1, yt1, xt2, yt2; /* tile positions */
- SW32 x, y; /* current point in !tiles! */
- SW32 xdist, ydist;
- SW32 xstep, ystep; /* Step value for each whole xy */
-
- SW32 deltafrac; /* current point in !1/256 of tile! */
- SW32 Frac; /* Fractional xy stepper */
- SW32 partial; /* how much to move in our direction to border */
- SW32 intercept; /* Temp for door code */
- #define FRACBITS 8 /* Number of bits of fraction */
- // get start & end tiles
- xt1 = x1 >> TILESHIFT;
- yt1 = y1 >> TILESHIFT;
-
- xt2 = x2 >> TILESHIFT;
- yt2 = y2 >> TILESHIFT;
- xdist = ABS( xt2 - xt1 ); // X distance in tiles
- ydist = ABS( yt2 - yt1 ); // Y distance in tiles
- // 1/256 tile precision (TILESHIFT is 16)
- x1 >>= FRACBITS; y1 >>= FRACBITS;
- x2 >>= FRACBITS; y2 >>= FRACBITS;
- if( xdist ) // always positive check only for 0
- {
- if( xt2 > xt1 )
- {
- partial = 256 - (x1 & 0xff);
- xstep = 1;
- }
- else
- {
- partial = x1 & 0xff;
- xstep = -1;
- }
- deltafrac = ABS( x2 - x1 );
- ystep = ((y2 - y1) << FRACBITS) / deltafrac;
- Frac = y1 + ((ystep * partial) >> FRACBITS);
- x = xt1 + xstep;
- xt2 += xstep;
- do
- {
- y = Frac >> FRACBITS;
- Frac += ystep;
-
- assert( x >= 0 && x < 64 && y >= 0 && y < 64 );
- if( lvl->tilemap[ x ][ y ] & WALL_TILE )
- {
- return false; // Wall is in path quitting!
- }
-
- if( lvl->tilemap[ x ][ y ] & DOOR_TILE )
- {// door, see if the door is open enough
- if( lvl->Doors.DoorMap[ x ][ y ].action != dr_open )
- {
- if( lvl->Doors.DoorMap[ x ][ y ].action == dr_closed )
- {
- return false;
- }
- // checking vertical doors in action: ->_I_
- intercept = ((Frac - ystep / 2) & 0xFF) >> 4; // 1/64 of tile
- if( intercept < (63 - lvl->Doors.DoorMap[ x ][ y ].ticcount) )
- {
- return false;
- }
- }
- }
- x += xstep;
- } while( x != xt2 );
- }
- if( ydist ) // always positive check only for 0
- {
- if( yt2 > yt1 )
- {
- partial = 256 - (y1 & 0xff);
- ystep = 1;
- }
- else
- {
- partial = y1 & 0xff;
- ystep = -1;
- }
- deltafrac = ABS( y2 - y1 );
- xstep = ((x2 - x1) << FRACBITS) / deltafrac;
- Frac = x1 + ((xstep * partial) >> FRACBITS);
- y = yt1 + ystep;
- yt2 += ystep;
- do
- {
- x = Frac >> FRACBITS;
- Frac += xstep;
- assert( x >= 0 && x < 64 && y >= 0 && y < 64 );
- if( lvl->tilemap[ x ][ y ] & WALL_TILE )
- {
- return false; // Wall is in path quitting!
- }
-
- if( lvl->tilemap[ x ][ y ] & DOOR_TILE )
- {// door, see if the door is open enough
- if( lvl->Doors.DoorMap[ x ][ y ].action != dr_open )
- {
- if( lvl->Doors.DoorMap[ x ][ y ].action == dr_closed )
- {
- return false;
- }
- // checking vertical doors in action: ->_I_
- intercept = ((Frac - xstep / 2) & 0xFF) >> 4; // 1/64 of tile
- if( intercept < lvl->Doors.DoorMap[ x ][ y ].ticcount )
- {
- return false;
- }
- }
- }
- y += ystep;
- } while( y != yt2 );
- }
- return true;
- }
|