//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D 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. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "duke3d.h" extern char everyothertime; short which_palookup = 9; static void tloadtile(short tilenume) { gotpic[tilenume>>3] |= (1<<(tilenume&7)); } void cachespritenum(short i) { char maxc; short j; if(ud.monsters_off && badguy(&sprite[i])) return; maxc = 1; switch(PN) { case HYDRENT: tloadtile(BROKEFIREHYDRENT); for(j = TOILETWATER; j < (TOILETWATER+4); j++) if(waloff[j] == 0) tloadtile(j); break; case TOILET: tloadtile(TOILETBROKE); for(j = TOILETWATER; j < (TOILETWATER+4); j++) if(waloff[j] == 0) tloadtile(j); break; case STALL: tloadtile(STALLBROKE); for(j = TOILETWATER; j < (TOILETWATER+4); j++) if(waloff[j] == 0) tloadtile(j); break; case RUBBERCAN: maxc = 2; break; case TOILETWATER: maxc = 4; break; case FEMPIC1: maxc = 44; break; case LIZTROOP: case LIZTROOPRUNNING: case LIZTROOPSHOOT: case LIZTROOPJETPACK: case LIZTROOPONTOILET: case LIZTROOPDUCKING: for(j = LIZTROOP; j < (LIZTROOP+72); j++) if(waloff[j] == 0) tloadtile(j); for(j=HEADJIB1;j 1) { maxc = 5; for(j = 1420;j < 1420+106; j++) if(waloff[j] == -1) tloadtile(j); } break; case ATOMICHEALTH: maxc = 14; break; case DRONE: maxc = 10; break; case EXPLODINGBARREL: case SEENINE: case OOZFILTER: maxc = 3; break; case NUKEBARREL: case CAMERA1: maxc = 5; break; } for(j = PN; j < (PN+maxc); j++) if(waloff[j] == 0) tloadtile(j); } void cachegoodsprites(void) { short i; if(ud.screen_size >= 8) { if(waloff[BOTTOMSTATUSBAR] == 0) tloadtile(BOTTOMSTATUSBAR); if( ud.multimode > 1) { if(waloff[FRAGBAR] == 0) tloadtile(FRAGBAR); for(i=MINIFONT;i= NUM_SOUNDS || SoundToggle == 0) return 0; if (FXDevice == NumSoundCards) return 0; fp = kopen4load(sounds[num],loadfromgrouponly); if(fp == -1) return 0; l = kfilelength( fp ); soundsiz[num] = l; if( (ud.level_number == 0 && ud.volume_number == 0 && (num == 189 || num == 232 || num == 99 || num == 233 || num == 17 ) ) || ( l < 12288 ) ) { Sound[num].lock = 2; allocache((long *)&Sound[num].ptr,l,(unsigned char *)&Sound[num].lock); if(Sound[num].ptr != NULL) kread( fp, Sound[num].ptr , l); } kclose( fp ); return 1; } void precachenecessarysounds(void) { short i, j; if (FXDevice == NumSoundCards) return; j = 0; for(i=0;i= 0 && waloff[wall[i].overpicnum] == 0 ) tloadtile(wall[i].overpicnum); } for(i=0;i= 0) { if(sprite[j].xrepeat != 0 && sprite[j].yrepeat != 0 && (sprite[j].cstat&32768) == 0) if(waloff[sprite[j].picnum] == 0) cachespritenum(j); j = nextspritesect[j]; } } } void docacheit(void) { long i,j; j = 0; for(i=0;i>3]&(1<<(i&7))) && waloff[i] == 0) { loadtile((short)i); j++; if((j&7) == 0) getpackets(); } clearbufbyte(gotpic,sizeof(gotpic),0L); } void xyzmirror(short i,short wn) { if (waloff[wn] == 0) loadtile(wn); setviewtotile(wn,tilesizy[wn],tilesizx[wn]); drawrooms(SX,SY,SZ,SA,100+sprite[i].shade,SECT); display_mirror = 1; animatesprites(SX,SY,SA,65536L); display_mirror = 0; drawmasks(); setviewback(); squarerotatetile(wn); } void vscrn(void) { long i, j, ss, x1, x2, y1, y2; if(ud.screen_size < 0) ud.screen_size = 0; else if(ud.screen_size > 63) ud.screen_size = 64; if(ud.screen_size == 0) flushperms(); ss = max(ud.screen_size-8,0); x1 = scale(ss,xdim,160); x2 = xdim-x1; y1 = ss; y2 = 200; if ( ud.screen_size > 0 && ud.coop != 1 && ud.multimode > 1) { j = 0; for(i=connecthead;i>=0;i=connectpoint2[i]) if(i > j) j = i; if (j >= 1) y1 += 8; if (j >= 4) y1 += 8; if (j >= 8) y1 += 8; if (j >= 12) y1 += 8; } if (ud.screen_size >= 8) y2 -= (ss+34); y1 = scale(y1,ydim,200); y2 = scale(y2,ydim,200); setview(x1,y1,x2-1,y2-1); pub = NUMPAGES; pus = NUMPAGES; } void pickrandomspot(short snum) { struct player_struct *p; short i; p = &ps[snum]; if( ud.multimode > 1 && ud.coop != 1) i = TRAND%numplayersprites; else i = snum; p->bobposx = p->oposx = p->posx = po[i].ox; p->bobposy = p->oposy = p->posy = po[i].oy; p->oposz = p->posz = po[i].oz; p->ang = po[i].oa; p->cursectnum = po[i].os; } void resetplayerstats(short snum) { struct player_struct *p; short i; p = &ps[snum]; ud.show_help = 0; ud.showallmap = 0; p->dead_flag = 0; p->wackedbyactor = -1; p->falling_counter = 0; p->quick_kick = 0; p->subweapon = 0; p->last_full_weapon = 0; p->ftq = 0; p->fta = 0; p->tipincs = 0; p->buttonpalette = 0; p->actorsqu =-1; p->invdisptime = 0; p->refresh_inventory= 0; p->last_pissed_time = 0; p->holster_weapon = 0; p->pycount = 0; p->pyoff = 0; p->opyoff = 0; p->loogcnt = 0; p->angvel = 0; p->weapon_sway = 0; // p->select_dir = 0; p->extra_extra8 = 0; p->show_empty_weapon= 0; p->dummyplayersprite=-1; p->crack_time = 0; p->hbomb_hold_delay = 0; p->transporter_hold = 0; p->wantweaponfire = -1; p->hurt_delay = 0; p->footprintcount = 0; p->footprintpal = 0; p->footprintshade = 0; p->jumping_toggle = 0; p->ohoriz = p->horiz= 140; p->horizoff = 0; p->bobcounter = 0; p->on_ground = 0; p->player_par = 0; p->return_to_center = 9; p->airleft = 15*26; p->rapid_fire_hold = 0; p->toggle_key_flag = 0; p->access_spritenum = -1; if(ud.multimode > 1 && ud.coop != 1 ) p->got_access = 7; else p->got_access = 0; p->random_club_frame= 0; pus = 1; p->on_warping_sector = 0; p->spritebridge = 0; p->palette = (char *) &palette[0]; if(p->steroids_amount < 400 ) { p->steroids_amount = 0; p->inven_icon = 0; } p->heat_on = 0; p->jetpack_on = 0; p->holoduke_on = -1; p->look_ang = 512 - ((ud.level_number&1)<<10); p->rotscrnang = 0; p->newowner =-1; p->jumping_counter = 0; p->hard_landing = 0; p->posxv = 0; p->posyv = 0; p->poszv = 0; fricxv = 0; fricyv = 0; p->somethingonplayer =-1; p->one_eighty_count = 0; p->cheat_phase = 0; p->on_crane = -1; if(p->curr_weapon == PISTOL_WEAPON) p->kickback_pic = 5; else p->kickback_pic = 0; p->weapon_pos = 6; p->walking_snd_toggle= 0; p->weapon_ang = 0; p->knuckle_incs = 1; p->fist_incs = 0; p->knee_incs = 0; p->jetpack_on = 0; setpal(p); } void resetweapons(short snum) { short weapon; struct player_struct *p; p = &ps[snum]; for ( weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++ ) p->gotweapon[weapon] = 0; for ( weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++ ) p->ammo_amount[weapon] = 0; p->weapon_pos = 6; p->kickback_pic = 5; p->curr_weapon = PISTOL_WEAPON; p->gotweapon[PISTOL_WEAPON] = 1; p->gotweapon[KNEE_WEAPON] = 1; p->ammo_amount[PISTOL_WEAPON] = 48; p->gotweapon[HANDREMOTE_WEAPON] = 1; p->last_weapon = -1; p->show_empty_weapon= 0; p->last_pissed_time = 0; p->holster_weapon = 0; } void resetinventory(short snum) { struct player_struct *p; short i; p = &ps[snum]; p->inven_icon = 0; p->boot_amount = 0; p->scuba_on = 0;p->scuba_amount = 0; p->heat_amount = 0;p->heat_on = 0; p->jetpack_on = 0;p->jetpack_amount = 0; p->shield_amount = max_armour_amount; p->holoduke_on = -1; p->holoduke_amount = 0; p->firstaid_amount = 0; p->steroids_amount = 0; p->inven_icon = 0; } void resetprestat(short snum,char g) { struct player_struct *p; short i; p = &ps[snum]; spriteqloc = 0; for(i=0;ihbomb_on = 0; p->cheat_phase = 0; p->pals_time = 0; p->toggle_key_flag = 0; p->secret_rooms = 0; p->max_secret_rooms = 0; p->actors_killed = 0; p->max_actors_killed = 0; p->lastrandomspot = 0; p->weapon_pos = 6; p->kickback_pic = 5; p->last_weapon = -1; p->weapreccnt = 0; p->show_empty_weapon= 0; p->holster_weapon = 0; p->last_pissed_time = 0; p->one_parallax_sectnum = -1; p->visibility = ud.const_visibility; screenpeek = myconnectindex; numanimwalls = 0; numcyclers = 0; animatecnt = 0; parallaxtype = 0; randomseed = 17L; ud.pause_on = 0; ud.camerasprite =-1; ud.eog = 0; tempwallptr = 0; camsprite =-1; earthquaketime = 0; numinterpolations = 0; startofdynamicinterpolations = 0; if( ( (g&MODE_EOL) != MODE_EOL && numplayers < 2) || (ud.coop != 1 && numplayers > 1) ) { resetweapons(snum); resetinventory(snum); } else if(p->curr_weapon == HANDREMOTE_WEAPON) { p->ammo_amount[HANDBOMB_WEAPON]++; p->curr_weapon = HANDBOMB_WEAPON; } p->timebeforeexit = 0; p->customexitsound = 0; } void setupbackdrop(short sky) { short i; for(i=0;i sector[i].ceilingz) sector[i].lotag |= 32768; continue; } if(sector[i].ceilingstat&1) { if(waloff[sector[i].ceilingpicnum] == 0) { if(sector[i].ceilingpicnum == LA) for(j=0;j<5;j++) if(waloff[sector[i].ceilingpicnum+j] == 0) tloadtile(sector[i].ceilingpicnum+j); } setupbackdrop(sector[i].ceilingpicnum); if(sector[i].ceilingpicnum == CLOUDYSKIES && numclouds < 127) clouds[numclouds++] = i; if(ps[0].one_parallax_sectnum == -1) ps[0].one_parallax_sectnum = i; } if(sector[i].lotag == 32767) //Found a secret room { ps[0].max_secret_rooms++; continue; } if(sector[i].lotag == -1) { ps[0].exitx = wall[sector[i].wallptr].x; ps[0].exity = wall[sector[i].wallptr].y; continue; } } i = headspritestat[0]; while(i >= 0) { nexti = nextspritestat[i]; if(sprite[i].lotag == -1 && (sprite[i].cstat&16) ) { ps[0].exitx = SX; ps[0].exity = SY; } else switch(PN) { case GPSPEED: sector[SECT].extra = SLT; deletesprite(i); break; case CYCLER: if(numcyclers >= MAXCYCLERS) gameexit("\nToo many cycling sectors."); cyclers[numcyclers][0] = SECT; cyclers[numcyclers][1] = SLT; cyclers[numcyclers][2] = SS; cyclers[numcyclers][3] = sector[SECT].floorshade; cyclers[numcyclers][4] = SHT; cyclers[numcyclers][5] = (SA == 1536); numcyclers++; deletesprite(i); break; } i = nexti; } for(i=0;i < MAXSPRITES;i++) { if(sprite[i].statnum < MAXSTATUS) { if(PN == SECTOREFFECTOR && SLT == 14) continue; spawn(-1,i); } } for(i=0;i < MAXSPRITES;i++) if(sprite[i].statnum < MAXSTATUS) { if( PN == SECTOREFFECTOR && SLT == 14 ) spawn(-1,i); } lotaglist = 0; i = headspritestat[0]; while(i >= 0) { switch(PN) { case DIPSWITCH: case DIPSWITCH2: case ACCESSSWITCH: case PULLSWITCH: case HANDSWITCH: case SLOTDOOR: case LIGHTSWITCH: case SPACELIGHTSWITCH: case SPACEDOORSWITCH: case FRANKENSTINESWITCH: case LIGHTSWITCH2: case POWERSWITCH1: case LOCKSWITCH1: case POWERSWITCH2: break; case DIPSWITCH+1: case DIPSWITCH2+1: case PULLSWITCH+1: case HANDSWITCH+1: case SLOTDOOR+1: case LIGHTSWITCH+1: case SPACELIGHTSWITCH+1: case SPACEDOORSWITCH+1: case FRANKENSTINESWITCH+1: case LIGHTSWITCH2+1: case POWERSWITCH1+1: case LOCKSWITCH1+1: case POWERSWITCH2+1: for(j=0;j 64) gameexit("\nToo many switches (64 max)."); j = headspritestat[3]; while(j >= 0) { if(sprite[j].lotag == 12 && sprite[j].hitag == SLT) hittype[j].temp_data[0] = 1; j = nextspritestat[j]; } } break; } i = nextspritestat[i]; } mirrorcnt = 0; for( i = 0; i < numwalls; i++ ) { walltype *wal; wal = &wall[i]; if(wal->overpicnum == MIRROR && (wal->cstat&32) != 0) { j = wal->nextsector; if(mirrorcnt > 63) gameexit("\nToo many mirrors (64 max.)"); if ( (j >= 0) && sector[j].ceilingpicnum != MIRROR ) { sector[j].ceilingpicnum = MIRROR; sector[j].floorpicnum = MIRROR; mirrorwall[mirrorcnt] = i; mirrorsector[mirrorcnt] = j; mirrorcnt++; continue; } } if(numanimwalls >= MAXANIMWALLS) gameexit("\nToo many 'anim' walls (max 512.)"); animwall[numanimwalls].tag = 0; animwall[numanimwalls].wallnum = 0; switch(wal->overpicnum) { case FANSHADOW: case FANSPRITE: wall->cstat |= 65; animwall[numanimwalls].wallnum = i; numanimwalls++; break; case W_FORCEFIELD: if(waloff[W_FORCEFIELD] == 0) for(j=0;j<3;j++) tloadtile(W_FORCEFIELD+j); case W_FORCEFIELD+1: case W_FORCEFIELD+2: if(wal->shade > 31) wal->cstat = 0; else wal->cstat |= 85+256; if(wal->lotag && wal->nextwall >= 0) wall[wal->nextwall].lotag = wal->lotag; case BIGFORCE: animwall[numanimwalls].wallnum = i; numanimwalls++; continue; } wal->extra = -1; switch(wal->picnum) { case WATERTILE2: for(j=0;j<3;j++) if(waloff[wal->picnum+j] == 0) tloadtile(wal->picnum+j); break; case TECHLIGHT2: case TECHLIGHT4: if(waloff[wal->picnum] == 0) tloadtile(wal->picnum); break; case W_TECHWALL1: case W_TECHWALL2: case W_TECHWALL3: case W_TECHWALL4: animwall[numanimwalls].wallnum = i; // animwall[numanimwalls].tag = -1; numanimwalls++; break; case SCREENBREAK6: case SCREENBREAK7: case SCREENBREAK8: if(waloff[SCREENBREAK6] == 0) for(j=SCREENBREAK6;jextra = wal->picnum; animwall[numanimwalls].tag = -1; if(ud.lockout) { if(wal->picnum == FEMPIC1) wal->picnum = BLANKSCREEN; else wal->picnum = SCREENBREAK6; } animwall[numanimwalls].wallnum = i; animwall[numanimwalls].tag = wal->picnum; numanimwalls++; break; case SCREENBREAK1: case SCREENBREAK2: case SCREENBREAK3: case SCREENBREAK4: case SCREENBREAK5: case SCREENBREAK9: case SCREENBREAK10: case SCREENBREAK11: case SCREENBREAK12: case SCREENBREAK13: case SCREENBREAK14: case SCREENBREAK15: case SCREENBREAK16: case SCREENBREAK17: case SCREENBREAK18: case SCREENBREAK19: animwall[numanimwalls].wallnum = i; animwall[numanimwalls].tag = wal->picnum; numanimwalls++; break; } } //Invalidate textures in sector behind mirror for(i=0;i= 0) while(Sound[globalskillsound].lock>=200); globalskillsound = -1; waitforeverybody(); ready2send = 0; if( ud.m_recstat != 2 && ud.last_level >= 0 && ud.multimode > 1 && ud.coop != 1) dobonus(1); if( ln == 0 && vn == 3 && ud.multimode < 2 && ud.lockout == 0) { playmusic(&env_music_fn[1][0]); flushperms(); setview(0,0,xdim-1,ydim-1); clearview(0L); nextpage(); playanm("vol41a.anm",6); clearview(0L); nextpage(); playanm("vol42a.anm",7); // clearview(0L); // nextpage(); playanm("vol43a.anm",9); clearview(0L); nextpage(); FX_StopAllSounds(); } /* grab mouse whenever we start a new game session --eukara */ SDL_WM_GrabInput(SDL_GRAB_ON); show_shareware = 26*34; ud.level_number = ln; ud.volume_number = vn; ud.player_skill = sk; ud.secretlevel = 0; ud.from_bonus = 0; parallaxyscale = 0; ud.last_level = -1; lastsavedpos = -1; p->zoom = 768; p->gm = 0; if(ud.m_coop != 1) { p->curr_weapon = PISTOL_WEAPON; p->gotweapon[PISTOL_WEAPON] = 1; p->gotweapon[KNEE_WEAPON] = 1; p->ammo_amount[PISTOL_WEAPON] = 48; p->gotweapon[HANDREMOTE_WEAPON] = 1; p->last_weapon = -1; } display_mirror = 0; if(ud.multimode > 1 ) { if(numplayers < 2) { connecthead = 0; for(i=0;i 1 && ud.coop == 1 && ud.last_level >= 0) { for(j=0;j 1 && ud.coop == 1 && ud.last_level >= 0) { for(j=0;j= 0) { nexti = nextspritestat[i]; s = &sprite[i]; if( numplayersprites == MAXPLAYERS) gameexit("\nToo many player sprites (max 16.)"); if(numplayersprites == 0) { firstx = ps[0].posx; firsty = ps[0].posy; } po[(int)numplayersprites].ox = s->x; po[(int)numplayersprites].oy = s->y; po[(int)numplayersprites].oz = s->z; po[(int)numplayersprites].oa = s->ang; po[(int)numplayersprites].os = s->sectnum; numplayersprites++; if(j >= 0) { s->owner = i; s->shade = 0; s->xrepeat = 42; s->yrepeat = 36; s->cstat = 1+256; s->xoffset = 0; s->clipdist = 64; if( (g&MODE_EOL) != MODE_EOL || ps[j].last_extra == 0) { ps[j].last_extra = max_player_health; s->extra = max_player_health; } else s->extra = ps[j].last_extra; s->yvel = j; if(s->pal == 0) { s->pal = ps[j].palookup = which_palookup; which_palookup++; if( which_palookup >= 17 ) which_palookup = 9; } else ps[j].palookup = s->pal; ps[j].i = i; ps[j].frag_ps = j; hittype[i].owner = i; hittype[i].bposx = ps[j].bobposx = ps[j].oposx = ps[j].posx = s->x; hittype[i].bposy = ps[j].bobposy = ps[j].oposy = ps[j].posy = s->y; hittype[i].bposz = ps[j].oposz = ps[j].posz = s->z; ps[j].oang = ps[j].ang = s->ang; updatesector(s->x,s->y,&ps[j].cursectnum); j = connectpoint2[j]; } else deletesprite(i); i = nexti; } } void clearfrags(void) { short i; for(i = 0;i=0;i=connectpoint2[i]) { if (i != myconnectindex) sendpacket(i,packbuf,1); } playerreadyflag[myconnectindex]++; do { _idle(); /* let input queue run... */ getpackets(); for(i=connecthead;i>=0;i=connectpoint2[i]) { if (playerreadyflag[i] < playerreadyflag[myconnectindex]) break; } } while (i >= 0); } void dofrontscreens(void) { long tincs,i,j; if(ud.recstat != 2) { ps[myconnectindex].palette = palette; for(j=0;j<63;j+=7) palto(0,0,0,j); i = ud.screen_size; ud.screen_size = 0; vscrn(); clearview(0L); rotatesprite(320<<15,200<<15,65536L,0,LOADSCREEN,0,0,2+8+64,0,0,xdim-1,ydim-1); if( boardfilename[0] != 0 && ud.level_number == 7 && ud.volume_number == 0 ) { menutext(160,90,0,0,"ENTERING USER MAP"); gametextpal(160,90+10,boardfilename,14,2); } else { menutext(160,90,0,0,"ENTERING"); menutext(160,90+16+8,0,0,level_names[(ud.volume_number*11) + ud.level_number]); } nextpage(); for(j=63;j>0;j-=7) palto(0,0,0,j); KB_FlushKeyboardQueue(); ud.screen_size = i; } else { clearview(0L); ps[myconnectindex].palette = palette; palto(0,0,0,0); rotatesprite(320<<15,200<<15,65536L,0,LOADSCREEN,0,0,2+8+64,0,0,xdim-1,ydim-1); menutext(160,105,0,0,"LOADING..."); nextpage(); } } void clearfifo(void) { syncvaltail = 0L; syncvaltottail = 0L; syncstat = 0; bufferjitter = 1; mymaxlag = otherminlag = 0; movefifoplc = movefifosendplc = fakemovefifoplc = 0; avgfvel = avgsvel = avgavel = avghorz = avgbits = 0; otherminlag = mymaxlag = 0; clearbufbyte(myminlag,MAXPLAYERS<<2,0L); clearbufbyte(&loc,sizeof(input),0L); clearbufbyte(&sync[0],sizeof(sync),0L); clearbufbyte(inputfifo,sizeof(input)*MOVEFIFOSIZ*MAXPLAYERS,0L); clearbuf(movefifoend,MAXPLAYERS,0L); clearbuf(syncvalhead,MAXPLAYERS,0L); clearbuf(myminlag,MAXPLAYERS,0L); // clearbufbyte(playerquitflag,MAXPLAYERS,0x01); } void resetmys(void) { myx = omyx = ps[myconnectindex].posx; myy = omyy = ps[myconnectindex].posy; myz = omyz = ps[myconnectindex].posz; myxvel = myyvel = myzvel = 0; myang = omyang = ps[myconnectindex].ang; myhoriz = omyhoriz = ps[myconnectindex].horiz; myhorizoff = omyhorizoff = ps[myconnectindex].horizoff; mycursectnum = ps[myconnectindex].cursectnum; myjumpingcounter = ps[myconnectindex].jumping_counter; myjumpingtoggle = ps[myconnectindex].jumping_toggle; myonground = ps[myconnectindex].on_ground; myhardlanding = ps[myconnectindex].hard_landing; myreturntocenter = ps[myconnectindex].return_to_center; } void enterlevel(char g) { short i,j; long l; char levname[256]; if( (g&MODE_DEMO) != MODE_DEMO ) ud.recstat = ud.m_recstat; ud.respawn_monsters = ud.m_respawn_monsters; ud.respawn_items = ud.m_respawn_items; ud.respawn_inventory = ud.m_respawn_inventory; ud.monsters_off = ud.m_monsters_off; ud.coop = ud.m_coop; ud.marker = ud.m_marker; ud.ffire = ud.m_ffire; if( (g&MODE_DEMO) == 0 && ud.recstat == 2) ud.recstat = 0; FX_StopAllSounds(); clearsoundlocks(); FX_SetReverb(0); i = ud.screen_size; ud.screen_size = 0; dofrontscreens(); vscrn(); ud.screen_size = i; #ifndef VOLUMEONE if( boardfilename[0] != 0 && ud.m_level_number == 7 && ud.m_volume_number == 0 ) { if ( loadboard( boardfilename,&ps[0].posx, &ps[0].posy, &ps[0].posz, &ps[0].ang,&ps[0].cursectnum ) == -1 ) { sprintf(tempbuf,"Map %s not found!",boardfilename); gameexit(tempbuf); } } else if ( loadboard( level_file_names[ (ud.volume_number*11)+ud.level_number],&ps[0].posx, &ps[0].posy, &ps[0].posz, &ps[0].ang,&ps[0].cursectnum ) == -1) { sprintf(tempbuf,"Map %s not found!",level_file_names[(ud.volume_number*11)+ud.level_number]); gameexit(tempbuf); } #else l = strlen(level_file_names[ (ud.volume_number*11)+ud.level_number]); copybufbyte( level_file_names[ (ud.volume_number*11)+ud.level_number],&levname[0],l); levname[l] = 255; levname[l+1] = 0; if ( loadboard( levname,&ps[0].posx, &ps[0].posy, &ps[0].posz, &ps[0].ang,&ps[0].cursectnum ) == -1) { sprintf(tempbuf,"Map %s not found!",level_file_names[(ud.volume_number*11)+ud.level_number]); gameexit(tempbuf); } #endif clearbufbyte(gotpic,sizeof(gotpic),0L); prelevel(g); allignwarpelevators(); resetpspritevars(g); cachedebug = 0; automapping = 0; if(ud.recstat != 2) MUSIC_StopSong(); cacheit(); docacheit(); if(ud.recstat != 2) { music_select = (ud.volume_number*11) + ud.level_number; playmusic(&music_fn[0][(int)music_select][0]); } if( (g&MODE_GAME) || (g&MODE_EOL) ) ps[myconnectindex].gm = MODE_GAME; else if(g&MODE_RESTART) { if(ud.recstat == 2) ps[myconnectindex].gm = MODE_DEMO; else ps[myconnectindex].gm = MODE_GAME; } if( (ud.recstat == 1) && (g&MODE_RESTART) != MODE_RESTART ) opendemowrite(); #ifdef VOLUMEONE if(ud.level_number == 0 && ud.recstat != 2) FTA(40,&ps[myconnectindex]); #endif for(i=connecthead;i>=0;i=connectpoint2[i]) switch(sector[sprite[ps[i].i].sectnum].floorpicnum) { case HURTRAIL: case FLOORSLIME: case FLOORPLASMA: resetweapons(i); resetinventory(i); ps[i].gotweapon[PISTOL_WEAPON] = 0; ps[i].ammo_amount[PISTOL_WEAPON] = 0; ps[i].curr_weapon = KNEE_WEAPON; ps[i].kickback_pic = 0; break; } //PREMAP.C - replace near the my's at the end of the file resetmys(); ps[myconnectindex].palette = palette; palto(0,0,0,0); setpal(&ps[myconnectindex]); flushperms(); everyothertime = 0; global_random = 0; ud.last_level = ud.level_number+1; clearfifo(); for(i=numinterpolations-1;i>=0;i--) bakipos[i] = *curipos[i]; restorepalette = 1; flushpackets(); waitforeverybody(); palto(0,0,0,0); vscrn(); clearview(0L); drawbackground(); clearbufbyte(playerquitflag,MAXPLAYERS,0x01010101); ps[myconnectindex].over_shoulder_on = 0; clearfrags(); resettimevars(); // Here we go } /* Duke Nukem V Layout: Settings: Suburbs Duke inflitrating neighborhoods inf. by aliens Death Valley: Sorta like a western. Bull-skulls halb buried in the sand Military compound: Aliens take over nuke-missle silo, duke must destroy. Abondend Aircraft field Vegas: Blast anything bright! Alien lights camoflauged. Alien Drug factory. The Blue Liquid Mountainal Cave: Interior cave battles. Jungle: Trees, canopee, animals, a mysterious hole in the earth Penetencury: Good use of spotlights: Inventory: Wood, Metal, Torch, Rope, Plastique, Cloth, Wiring, Glue, Cigars, Food, Duck Tape, Nails, Piping, Petrol, Uranium, Gold, Prism, Power Cell, Hand spikes (Limited usage, they become dull) Oxygent (Oxygen mixed with stimulant) Player Skills: R-Left,R-Right,Foward,Back Strafe, Jump, Double Flip Jump for distance Help, Escape Fire/Use Use Menu Programming: Images: Polys Actors: Multi-Object sections for change (head,arms,legs,torsoe,all change) Facial expressions. Pal lookup per poly? struct imagetype { int *itable; // AngX,AngY,AngZ,Xoff,Yoff,Zoff; int *idata; struct imagetype *prev, *next; } */