📄 premap.c
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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;i<spriteqamount;i++) spriteq[i] = -1;
p->hbomb_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<MAXPSKYTILES;i++) pskyoff[i]=0;
if(parallaxyscale != 65536L)
parallaxyscale = 32768;
switch(sky)
{
case CLOUDYOCEAN:
parallaxyscale = 65536L;
break;
case MOONSKY1 :
pskyoff[6]=1; pskyoff[1]=2; pskyoff[4]=2; pskyoff[2]=3;
break;
case BIGORBIT1: // orbit
pskyoff[5]=1; pskyoff[6]=2; pskyoff[7]=3; pskyoff[2]=4;
break;
case LA:
parallaxyscale = 16384+1024;
pskyoff[0]=1; pskyoff[1]=2; pskyoff[2]=1; pskyoff[3]=3;
pskyoff[4]=4; pskyoff[5]=0; pskyoff[6]=2; pskyoff[7]=3;
break;
}
pskybits=3;
}
void prelevel(char g)
{
short i, nexti, j, startwall, endwall, lotaglist;
short lotags[65];
clearbufbyte(show2dsector,sizeof(show2dsector),0L);
clearbufbyte(show2dwall,sizeof(show2dwall),0L);
clearbufbyte(show2dsprite,sizeof(show2dsprite),0L);
resetprestat(0,g);
numclouds = 0;
for(i=0;i<numsectors;i++)
{
sector[i].extra = 256;
switch(sector[i].lotag)
{
case 20:
case 22:
if( sector[i].floorz > 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<lotaglist;j++)
if( SLT == lotags[j] )
break;
if( j == lotaglist )
{
lotags[lotaglist] = SLT;
lotaglist++;
if(lotaglist > 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;j<SCREENBREAK9;j++)
tloadtile(j);
animwall[numanimwalls].wallnum = i;
animwall[numanimwalls].tag = -1;
numanimwalls++;
break;
case FEMPIC1:
case FEMPIC2:
case FEMPIC3:
wal->extra = 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<mirrorcnt;i++)
{
startwall = sector[mirrorsector[i]].wallptr;
endwall = startwall + sector[mirrorsector[i]].wallnum;
for(j=startwall;j<endwall;j++)
{
wall[j].picnum = MIRROR;
wall[j].overpicnum = MIRROR;
}
}
}
void newgame(char vn,char ln,char sk)
{
struct player_struct *p = &ps[0];
short i;
if(globalskillsound >= 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);
playanm("vol43a.anm",9);
clearview(0L);
nextpage();
FX_StopAllSounds();
}
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<MAXPLAYERS;i++) connectpoint2[i] = i+1;
connectpoint2[ud.multimode-1] = -1;
}
}
else
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