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📄 premap.c

📁 game duke3d source
💻 C
📖 第 1 页 / 共 3 页
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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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