1 // Emacs style mode select -*- C++ -*-
2 //-----------------------------------------------------------------------------
3 //
4 // $Id: g_level.cpp 4556 2014-02-10 02:48:10Z dr_sean $
5 //
6 // Copyright (C) 1993-1996 by id Software, Inc.
7 // Copyright (C) 1998-2006 by Randy Heit (ZDoom).
8 // Copyright (C) 2006-2014 by The Odamex Team.
9 //
10 // This program is free software; you can redistribute it and/or
11 // modify it under the terms of the GNU General Public License
12 // as published by the Free Software Foundation; either version 2
13 // of the License, or (at your option) any later version.
14 //
15 // This program is distributed in the hope that it will be useful,
16 // but WITHOUT ANY WARRANTY; without even the implied warranty of
17 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
18 // GNU General Public License for more details.
19 //
20 // DESCRIPTION:
21 // G_LEVEL
22 //
23 //-----------------------------------------------------------------------------
24
25
26 #include <sstream>
27 #include <string>
28 #include <algorithm>
29 #include <vector>
30 #include <set>
31
32 #include "c_console.h"
33 #include "c_dispatch.h"
34 #include "c_level.h"
35 #include "d_event.h"
36 #include "d_main.h"
37 #include "doomstat.h"
38 #include "g_level.h"
39 #include "g_game.h"
40 #include "gstrings.h"
41 #include "gi.h"
42
43 #include "i_system.h"
44 #include "m_alloc.h"
45 #include "m_fileio.h"
46 #include "m_misc.h"
47 #include "minilzo.h"
48 #include "m_random.h"
49 #include "p_acs.h"
50 #include "p_ctf.h"
51 #include "p_local.h"
52 #include "p_mobj.h"
53 #include "p_saveg.h"
54 #include "p_setup.h"
55 #include "p_unlag.h"
56 #include "r_data.h"
57 #include "r_sky.h"
58 #include "s_sound.h"
59 #include "s_sndseq.h"
60 #include "sc_man.h"
61 #include "sv_main.h"
62 #include "sv_maplist.h"
63 #include "sv_vote.h"
64 #include "v_video.h"
65 #include "w_wad.h"
66 #include "z_zone.h"
67 #include "g_warmup.h"
68
69
70 // FIXME: Remove this as soon as the JoinString is gone from G_ChangeMap()
71 #include "cmdlib.h"
72
73 #define lioffset(x) myoffsetof(level_pwad_info_t,x)
74 #define cioffset(x) myoffsetof(cluster_info_t,x)
75
76 extern int nextupdate;
77
78
79 EXTERN_CVAR (sv_endmapscript)
80 EXTERN_CVAR (sv_startmapscript)
81 EXTERN_CVAR (sv_curmap)
82 EXTERN_CVAR (sv_nextmap)
83 EXTERN_CVAR (sv_loopepisode)
84 EXTERN_CVAR (sv_intermissionlimit)
85 EXTERN_CVAR (sv_warmup)
86 EXTERN_CVAR (sv_timelimit)
87
88 extern int mapchange;
89 extern int shotclock;
90
91 // Start time for timing demos
92 dtime_t starttime;
93
94 // ACS variables with world scope
95 int ACS_WorldVars[NUM_WORLDVARS];
96
97 // ACS variables with global scope
98 int ACS_GlobalVars[NUM_GLOBALVARS];
99
100 // [AM] Stores the reset snapshot
101 FLZOMemFile *reset_snapshot = NULL;
102
103 BOOL firstmapinit = true; // Nes - Avoid drawing same init text during every rebirth in single-player servers.
104
105 extern BOOL netdemo;
106 BOOL savegamerestore;
107
108 extern int mousex, mousey, joyxmove, joyymove, Impulse;
109 extern BOOL sendpause, sendsave, sendcenterview;
110
111
112 bool isFast = false;
113
114 //
115 // G_InitNew
116 // Can be called by the startup code or the menu task,
117 // consoleplayer, displayplayer, should be set.
118 //
119 static char d_mapname[9];
120
G_DeferedInitNew(char * mapname)121 void G_DeferedInitNew (char *mapname)
122 {
123 strncpy (d_mapname, mapname, 8);
124 gameaction = ga_newgame;
125
126 // sv_nextmap cvar may be overridden by a script
127 sv_nextmap.ForceSet(d_mapname);
128 }
129
G_DeferedFullReset()130 void G_DeferedFullReset()
131 {
132 gameaction = ga_fullresetlevel;
133 }
134
G_DeferedReset()135 void G_DeferedReset()
136 {
137 gameaction = ga_resetlevel;
138 }
139
GetBase(const char * in)140 const char* GetBase(const char* in)
141 {
142 const char* out = &in[strlen(in) - 1];
143
144 while (out > in && *(out-1) != PATHSEPCHAR)
145 out--;
146
147 return out;
148 }
149
BEGIN_COMMAND(wad)150 BEGIN_COMMAND (wad) // denis - changes wads
151 {
152 // [Russell] print out some useful info
153 if (argc == 1)
154 {
155 Printf(PRINT_HIGH, "Usage: wad pwad [...] [deh/bex [...]]\n");
156 Printf(PRINT_HIGH, " wad iwad [pwad [...]] [deh/bex [...]]\n");
157 Printf(PRINT_HIGH, "\n");
158 Printf(PRINT_HIGH, "Load a wad file on the fly, pwads/dehs/bexs require extension\n");
159 Printf(PRINT_HIGH, "eg: wad doom\n");
160
161 return;
162 }
163
164 std::string str = JoinStrings(VectorArgs(argc, argv), " ");
165 G_LoadWad(str);
166 }
167 END_COMMAND (wad)
168
169 BOOL secretexit;
170
EXTERN_CVAR(sv_shufflemaplist)171 EXTERN_CVAR(sv_shufflemaplist)
172
173 // Returns the next map, assuming there is no maplist.
174 std::string G_NextMap(void) {
175 std::string next = level.nextmap;
176
177 if (gamestate == GS_STARTUP || sv_gametype != GM_COOP || !strlen(next.c_str())) {
178 // if not coop, stay on same level
179 // [ML] 1/25/10: OR if next is empty
180 next = level.mapname;
181 } else if (secretexit && W_CheckNumForName(level.secretmap) != -1) {
182 // if we hit a secret exit switch, go there instead.
183 next = level.secretmap;
184 }
185
186 // NES - exiting a Doom 1 episode moves to the next episode,
187 // rather than always going back to E1M1
188 if (!strncmp(next.c_str(), "EndGame", 7) ||
189 (gamemode == retail_chex && !strncmp (level.nextmap, "E1M6", 4))) {
190 if (gameinfo.flags & GI_MAPxx || gamemode == shareware ||
191 (!sv_loopepisode && ((gamemode == registered && level.cluster == 3) || ((gameinfo.flags & GI_MENUHACK_RETAIL) && level.cluster == 4)))) {
192 next = CalcMapName(1, 1);
193 } else if (sv_loopepisode) {
194 next = CalcMapName(level.cluster, 1);
195 } else {
196 next = CalcMapName(level.cluster + 1, 1);
197 }
198 }
199 return next;
200 }
201
202 // Determine the "next map" and change to it.
G_ChangeMap()203 void G_ChangeMap() {
204 unnatural_level_progression = false;
205
206 size_t next_index;
207 if (!Maplist::instance().get_next_index(next_index)) {
208 // We don't have a maplist, so grab the next 'natural' map lump.
209 std::string next = G_NextMap();
210 G_DeferedInitNew((char *)next.c_str());
211 } else {
212 maplist_entry_t maplist_entry;
213 Maplist::instance().get_map_by_index(next_index, maplist_entry);
214
215 G_LoadWad(JoinStrings(maplist_entry.wads, " "), maplist_entry.map);
216
217 // Set the new map as the current map
218 Maplist::instance().set_index(next_index);
219 }
220
221 // run script at the end of each map
222 // [ML] 8/22/2010: There are examples in the wiki that outright don't work
223 // when onlcvars (addcommandstring's second param) is true. Is there a
224 // reason why the mapscripts ahve to be safe mode?
225 if(strlen(sv_endmapscript.cstring()))
226 AddCommandString(sv_endmapscript.cstring()/*, true*/);
227 }
228
229 // Change to a map based on a maplist index.
G_ChangeMap(size_t index)230 void G_ChangeMap(size_t index) {
231 maplist_entry_t maplist_entry;
232 if (!Maplist::instance().get_map_by_index(index, maplist_entry)) {
233 // That maplist index doesn't actually exist
234 Printf(PRINT_HIGH, "%s\n", Maplist::instance().get_error().c_str());
235 return;
236 }
237
238 G_LoadWad(JoinStrings(maplist_entry.wads, " "), maplist_entry.map);
239
240 // Set the new map as the current map
241 Maplist::instance().set_index(index);
242
243 // run script at the end of each map
244 // [ML] 8/22/2010: There are examples in the wiki that outright don't work
245 // when onlcvars (addcommandstring's second param) is true. Is there a
246 // reason why the mapscripts ahve to be safe mode?
247 if(strlen(sv_endmapscript.cstring()))
248 AddCommandString(sv_endmapscript.cstring()/*, true*/);
249 }
250
251 // Restart the current map.
G_RestartMap()252 void G_RestartMap() {
253 // Restart the current map.
254 G_DeferedInitNew(level.mapname);
255
256 // run script at the end of each map
257 // [ML] 8/22/2010: There are examples in the wiki that outright don't work
258 // when onlcvars (addcommandstring's second param) is true. Is there a
259 // reason why the mapscripts ahve to be safe mode?
260 if(strlen(sv_endmapscript.cstring()))
261 AddCommandString(sv_endmapscript.cstring()/*, true*/);
262 }
263
BEGIN_COMMAND(nextmap)264 BEGIN_COMMAND (nextmap) {
265 G_ExitLevel(0, 1);
266 } END_COMMAND (nextmap)
267
BEGIN_COMMAND(forcenextmap)268 BEGIN_COMMAND (forcenextmap) {
269 G_ChangeMap();
270 } END_COMMAND (forcenextmap)
271
BEGIN_COMMAND(restart)272 BEGIN_COMMAND (restart) {
273 warmup.restart();
274 } END_COMMAND (restart)
275
276 void SV_ClientFullUpdate(player_t &pl);
277 void SV_CheckTeam(player_t &pl);
278
279 //
280 // G_DoNewGame
281 //
282 // denis - rewritten so that it does not force client reconnects
283 //
G_DoNewGame(void)284 void G_DoNewGame (void)
285 {
286 for (Players::iterator it = players.begin();it != players.end();++it)
287 {
288 if(!(it->ingame()))
289 continue;
290
291 SV_SendLoadMap(wadfiles, patchfiles, d_mapname, &*it);
292 }
293
294 sv_curmap.ForceSet(d_mapname);
295
296 G_InitNew (d_mapname);
297 gameaction = ga_nothing;
298
299 // run script at the start of each map
300 // [ML] 8/22/2010: There are examples in the wiki that outright don't work
301 // when onlcvars (addcommandstring's second param) is true. Is there a
302 // reason why the mapscripts ahve to be safe mode?
303 if (strlen(sv_startmapscript.cstring()))
304 AddCommandString(sv_startmapscript.cstring()/*,true*/);
305
306 for (Players::iterator it = players.begin();it != players.end();++it)
307 {
308 if (!(it->ingame()))
309 continue;
310
311 if (sv_gametype == GM_TEAMDM || sv_gametype == GM_CTF)
312 SV_CheckTeam(*it);
313 else
314 it->userinfo.color = it->prefcolor;
315
316 SV_ClientFullUpdate(*it);
317 }
318 }
319
320 EXTERN_CVAR (sv_skill)
321 EXTERN_CVAR (sv_monstersrespawn)
322 EXTERN_CVAR (sv_fastmonsters)
323 EXTERN_CVAR (sv_maxplayers)
324
325 void G_PlayerReborn (player_t &player);
326 void SV_ServerSettingChange();
327
G_InitNew(const char * mapname)328 void G_InitNew (const char *mapname)
329 {
330 size_t i;
331
332 if (!savegamerestore)
333 G_ClearSnapshots ();
334
335 // [RH] Mark all levels as not visited
336 if (!savegamerestore)
337 {
338 for (i = 0; i < wadlevelinfos.size(); i++)
339 wadlevelinfos[i].flags &= ~LEVEL_VISITED;
340
341 for (i = 0; LevelInfos[i].mapname[0]; i++)
342 LevelInfos[i].flags &= ~LEVEL_VISITED;
343 }
344
345 int old_gametype = sv_gametype.asInt();
346
347 cvar_t::UnlatchCVars ();
348
349 if (old_gametype != sv_gametype || sv_gametype != GM_COOP) {
350 unnatural_level_progression = true;
351
352 // Nes - Force all players to be spectators when the sv_gametype is not now or previously co-op.
353 for (Players::iterator it = players.begin();it != players.end();++it)
354 {
355 // [SL] 2011-07-30 - Don't force downloading players to become spectators
356 // it stops their downloading
357 if (!(it->ingame()))
358 continue;
359
360 for (Players::iterator pit = players.begin();pit != players.end();++pit)
361 {
362 if (!(pit->ingame()))
363 continue;
364 MSG_WriteMarker (&(pit->client.reliablebuf), svc_spectate);
365 MSG_WriteByte (&(pit->client.reliablebuf), it->id);
366 MSG_WriteByte (&(pit->client.reliablebuf), true);
367 }
368 it->spectator = true;
369 it->playerstate = PST_LIVE;
370 it->joinafterspectatortime = -(TICRATE * 5);
371 }
372 }
373
374 // [SL] 2011-09-01 - Change gamestate here so SV_ServerSettingChange will
375 // send changed cvars
376 gamestate = GS_LEVEL;
377 SV_ServerSettingChange();
378
379 if (paused)
380 {
381 paused = false;
382 }
383
384 // [RH] If this map doesn't exist, bomb out
385 if (W_CheckNumForName (mapname) == -1)
386 {
387 I_Error ("Could not find map %s\n", mapname);
388 }
389
390 if (sv_skill == sk_nightmare || sv_monstersrespawn)
391 respawnmonsters = true;
392 else
393 respawnmonsters = false;
394
395 bool wantFast = sv_fastmonsters || (sv_skill == sk_nightmare);
396 if (wantFast != isFast)
397 {
398 if (wantFast)
399 {
400 for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
401 states[i].tics >>= 1;
402 mobjinfo[MT_BRUISERSHOT].speed = 20*FRACUNIT;
403 mobjinfo[MT_HEADSHOT].speed = 20*FRACUNIT;
404 mobjinfo[MT_TROOPSHOT].speed = 20*FRACUNIT;
405 }
406 else
407 {
408 for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
409 states[i].tics <<= 1;
410 mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT;
411 mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT;
412 mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT;
413 }
414 isFast = wantFast;
415 }
416
417 // [SL] 2011-05-11 - Reset all reconciliation system data for unlagging
418 Unlag::getInstance().reset();
419
420 if (!savegamerestore)
421 {
422 M_ClearRandom ();
423 memset (ACS_WorldVars, 0, sizeof(ACS_WorldVars));
424 memset (ACS_GlobalVars, 0, sizeof(ACS_GlobalVars));
425 level.time = 0;
426 level.timeleft = 0;
427 level.inttimeleft = 0;
428
429 // force players to be initialized upon first level load
430 for (Players::iterator it = players.begin();it != players.end();++it)
431 {
432 // [SL] 2011-05-11 - Register the players in the reconciliation
433 // system for unlagging
434 Unlag::getInstance().registerPlayer(it->id);
435
436 if(!(it->ingame()))
437 continue;
438
439 // denis - dead players should have their stuff looted, otherwise they'd take their ammo into their afterlife!
440 if (it->playerstate == PST_DEAD)
441 G_PlayerReborn(*it);
442
443 it->playerstate = PST_ENTER; // [BC]
444
445 it->joinafterspectatortime = -(TICRATE * 5);
446 }
447 }
448
449 // [SL] 2012-12-08 - Multiplayer is always true for servers
450 multiplayer = true;
451
452 usergame = true; // will be set false if a demo
453 paused = false;
454 demoplayback = false;
455 viewactive = true;
456 shotclock = 0;
457
458 strncpy (level.mapname, mapname, 8);
459 G_DoLoadLevel (0);
460
461 // denis - hack to fix ctfmode, as it is only known after the map is processed!
462 //if(old_ctfmode != ctfmode)
463 // SV_ServerSettingChange();
464 }
465
466 //
467 // G_DoCompleted
468 //
469
G_ExitLevel(int position,int drawscores)470 void G_ExitLevel (int position, int drawscores)
471 {
472 SV_ExitLevel();
473
474 if (drawscores)
475 SV_DrawScores();
476
477 int intlimit = (sv_intermissionlimit < 1 || sv_gametype == GM_COOP ? DEFINTSECS : sv_intermissionlimit);
478
479 gamestate = GS_INTERMISSION;
480 shotclock = 0;
481 mapchange = TICRATE*intlimit; // wait n seconds, default 10
482
483 secretexit = false;
484
485 gameaction = ga_completed;
486
487 // denis - this will skip wi_stuff and allow some time for finale text
488 //G_WorldDone();
489 }
490
491 // Here's for the german edition.
G_SecretExitLevel(int position,int drawscores)492 void G_SecretExitLevel (int position, int drawscores)
493 {
494 SV_ExitLevel();
495
496 if (drawscores)
497 SV_DrawScores();
498
499 int intlimit = (sv_intermissionlimit < 1 || sv_gametype == GM_COOP ? DEFINTSECS : sv_intermissionlimit);
500
501 gamestate = GS_INTERMISSION;
502 shotclock = 0;
503 mapchange = TICRATE*intlimit; // wait n seconds, defaults to 10
504
505 // IF NO WOLF3D LEVELS, NO SECRET EXIT!
506 if ( (gameinfo.flags & GI_MAPxx)
507 && (W_CheckNumForName("map31")<0))
508 secretexit = false;
509 else
510 secretexit = true;
511
512 gameaction = ga_completed;
513
514 // denis - this will skip wi_stuff and allow some time for finale text
515 //G_WorldDone();
516 }
517
G_DoCompleted()518 void G_DoCompleted()
519 {
520 gameaction = ga_nothing;
521
522 for (Players::iterator it = players.begin();it != players.end();++it)
523 if (it->ingame())
524 G_PlayerFinishLevel(*it);
525 }
526
527 extern void G_SerializeLevel(FArchive &arc, bool hubLoad, bool noStorePlayers);
528
529 // [AM] - Save the state of the level that can be reset to
G_DoSaveResetState()530 void G_DoSaveResetState()
531 {
532 if (reset_snapshot != NULL)
533 {
534 // An existing reset snapshot exists. Kill it and replace it with
535 // a new one.
536 delete reset_snapshot;
537 }
538 reset_snapshot = new FLZOMemFile;
539 reset_snapshot->Open();
540 FArchive arc(*reset_snapshot);
541 G_SerializeLevel(arc, false, true);
542 arc << level.time;
543 }
544
545 // [AM] - Reset the state of the level. Second parameter is true if you want
546 // to zero-out gamestate as well (i.e. resetting scores, RNG, etc.).
G_DoResetLevel(bool full_reset)547 void G_DoResetLevel(bool full_reset)
548 {
549 gameaction = ga_nothing;
550 if (reset_snapshot == NULL)
551 {
552 // No saved state to reload to
553 DPrintf("G_DoResetLevel: No saved state to reload.");
554 return;
555 }
556
557 // Clear CTF state.
558 Players::iterator it;
559 if (sv_gametype == GM_CTF)
560 {
561 for (size_t i = 0;i < NUMFLAGS;i++)
562 {
563 for (it = players.begin();it != players.end();++it)
564 {
565 it->flags[i] = false;
566 }
567 CTFdata[i].flagger = 0;
568 CTFdata[i].state = flag_home;
569 }
570 }
571
572 // Clear netids of every non-player actor so we don't spam the
573 // destruction message of actors to clients.
574 {
575 AActor* mo;
576 TThinkerIterator<AActor> iterator;
577 while ((mo = iterator.Next()))
578 {
579 if (mo->netid && mo->type != MT_PLAYER)
580 {
581 ServerNetID.ReleaseNetID(mo->netid);
582 mo->netid = 0;
583 }
584 }
585 }
586
587 // Tell clients that a map reset is incoming.
588 for (it = players.begin();it != players.end();++it)
589 {
590 if (!(it->ingame()))
591 continue;
592
593 client_t *cl = &(it->client);
594 MSG_WriteMarker(&cl->reliablebuf, svc_resetmap);
595 }
596
597 // Unserialize saved snapshot
598 reset_snapshot->Reopen();
599 FArchive arc(*reset_snapshot);
600 G_SerializeLevel(arc, false, true);
601 int level_time;
602 arc >> level_time;
603 reset_snapshot->Seek(0, FFile::ESeekSet);
604
605 // Assign new netids to every non-player actor to make sure we don't have
606 // any weird destruction of any items post-reset.
607 {
608 AActor* mo;
609 TThinkerIterator<AActor> iterator;
610 while ((mo = iterator.Next()))
611 {
612 if (mo->netid && mo->type != MT_PLAYER)
613 {
614 mo->netid = ServerNetID.ObtainNetID();
615 }
616 }
617 }
618
619 // Clear the item respawn queue, otherwise all those actors we just
620 // destroyed and replaced with the serialized items will start respawning.
621 iquehead = iquetail = 0;
622 // Potentially clear out gamestate as well.
623 if (full_reset)
624 {
625 // Set time to the initial tic
626 level.time = level_time;
627 // Clear global goals.
628 for (size_t i = 0; i < NUMTEAMS; i++)
629 TEAMpoints[i] = 0;
630 // Clear player information.
631 for (it = players.begin();it != players.end();++it)
632 {
633 it->fragcount = 0;
634 it->itemcount = 0;
635 it->secretcount = 0;
636 it->deathcount = 0;
637 it->killcount = 0;
638 it->points = 0;
639 it->joinafterspectatortime = level.time;
640
641 // [AM] Only touch ready state if warmup mode is enabled.
642 if (sv_warmup)
643 it->ready = false;
644 }
645 // For predictable first spawns.
646 M_ClearRandom();
647 }
648
649 // [SL] always reset the time (for now at least)
650 level.time = 0;
651 level.timeleft = sv_timelimit * TICRATE * 60;
652 level.inttimeleft = mapchange / TICRATE;
653
654 // Send information about the newly reset map.
655 for (it = players.begin();it != players.end();++it)
656 {
657 // Player needs to actually be ingame
658 if (!it->ingame())
659 continue;
660
661 SV_ClientFullUpdate(*it);
662 }
663 // Force every ingame player to be reborn.
664 for (it = players.begin();it != players.end();++it)
665 {
666 // Spectators aren't reborn.
667 if (!it->ingame() || it->spectator)
668 continue;
669
670 // Destroy the attached mobj, otherwise we leave a ghost.
671 it->mo->Destroy();
672
673 // Set the respawning machinery in motion
674 it->playerstate = full_reset ? PST_ENTER : PST_REBORN;
675
676 // Do this here, otherwise players won't be reborn until next tic.
677 // [AM] Also, forgetting to do this will result in ticcmds that rely on
678 // a players subsector to be valid (like use) to crash the server.
679 G_DoReborn(*it);
680 }
681 }
682
683 //
684 // G_DoLoadLevel
685 //
686 extern gamestate_t wipegamestate;
687 extern float BaseBlendA;
688
G_DoLoadLevel(int position)689 void G_DoLoadLevel (int position)
690 {
691 static int lastposition = 0;
692 size_t i;
693
694 if (position != -1)
695 firstmapinit = true;
696
697 if (position == -1)
698 position = lastposition;
699 else
700 lastposition = position;
701
702 G_InitLevelLocals ();
703
704 if (firstmapinit) {
705 Printf (PRINT_HIGH, "--- %s: \"%s\" ---\n", level.mapname, level.level_name);
706 firstmapinit = false;
707 }
708
709 if (wipegamestate == GS_LEVEL)
710 wipegamestate = GS_FORCEWIPE;
711
712 gamestate = GS_LEVEL;
713
714 // if (demoplayback || oldgs == GS_STARTUP)
715 // C_HideConsole ();
716
717 // Set the sky map.
718 // First thing, we have a dummy sky texture name,
719 // a flat. The data is in the WAD only because
720 // we look for an actual index, instead of simply
721 // setting one.
722 skyflatnum = R_FlatNumForName ( SKYFLATNAME );
723
724 // DOOM determines the sky texture to be used
725 // depending on the current episode, and the game version.
726 // [RH] Fetch sky parameters from level_locals_t.
727 // [ML] 5/11/06 - remove sky2 remenants
728 // [SL] 2012-03-19 - Add sky2 back
729 sky1texture = R_TextureNumForName (level.skypic);
730 if (strlen(level.skypic2))
731 sky2texture = R_TextureNumForName (level.skypic2);
732 else
733 sky2texture = 0;
734
735 for (Players::iterator it = players.begin();it != players.end();++it)
736 {
737 if (it->ingame() && it->playerstate == PST_DEAD)
738 it->playerstate = PST_REBORN;
739
740 // [AM] If sv_keepkeys is on, players might still be carrying keys, so
741 // make sure they're gone.
742 for (size_t j = 0; j < NUMCARDS; j++)
743 it->cards[j] = false;
744
745 it->fragcount = 0;
746 it->itemcount = 0;
747 it->secretcount = 0;
748 it->deathcount = 0; // [Toke - Scores - deaths]
749 it->killcount = 0; // [deathz0r] Coop kills
750 it->points = 0;
751
752 // [AM] Only touch ready state if warmup mode is enabled.
753 if (sv_warmup)
754 {
755 it->ready = false;
756 it->timeout_ready = 0;
757
758 // [AM] Make sure the clients are updated on the new ready state
759 for (Players::iterator pit = players.begin();pit != players.end();++pit)
760 {
761 MSG_WriteMarker(&(pit->client.reliablebuf), svc_readystate);
762 MSG_WriteByte(&(pit->client.reliablebuf), it->id);
763 MSG_WriteBool(&(pit->client.reliablebuf), false);
764 }
765 }
766 }
767
768 // [deathz0r] It's a smart idea to reset the team points
769 if (sv_gametype == GM_TEAMDM || sv_gametype == GM_CTF)
770 {
771 for (size_t i = 0; i < NUMTEAMS; i++)
772 TEAMpoints[i] = 0;
773 }
774
775 // initialize the msecnode_t freelist. phares 3/25/98
776 // any nodes in the freelist are gone by now, cleared
777 // by Z_FreeTags() when the previous level ended or player
778 // died.
779
780 {
781 extern msecnode_t *headsecnode; // phares 3/25/98
782 headsecnode = NULL;
783
784 // denis - todo - wtf is this crap?
785 // [RH] Need to prevent the AActor destructor from trying to
786 // free the nodes
787 AActor *actor;
788 TThinkerIterator<AActor> iterator;
789
790 while ( (actor = iterator.Next ()) )
791 {
792 actor->touching_sectorlist = NULL;
793
794 // denis - clear every actor netid so that they don't announce their destruction to clients
795 ServerNetID.ReleaseNetID(actor->netid);
796 actor->netid = 0;
797 }
798 }
799
800 // For single-player servers.
801 for (Players::iterator it = players.begin();it != players.end();++it)
802 it->joinafterspectatortime -= level.time;
803
804 flagdata *tempflag;
805
806 // Nes - CTF Pre flag setup
807 if (sv_gametype == GM_CTF) {
808 tempflag = &CTFdata[it_blueflag];
809 tempflag->flaglocated = false;
810
811 tempflag = &CTFdata[it_redflag];
812 tempflag->flaglocated = false;
813 }
814
815 P_SetupLevel (level.mapname, position);
816
817 // Nes - CTF Post flag setup
818 if (sv_gametype == GM_CTF) {
819 tempflag = &CTFdata[it_blueflag];
820 if (!tempflag->flaglocated)
821 SV_BroadcastPrintf(PRINT_HIGH, "WARNING: Blue flag pedestal not found! No blue flags in game.\n");
822
823 tempflag = &CTFdata[it_redflag];
824 if (!tempflag->flaglocated)
825 SV_BroadcastPrintf(PRINT_HIGH, "WARNING: Red flag pedestal not found! No red flags in game.\n");
826 }
827
828 displayplayer_id = consoleplayer_id; // view the guy you are playing
829
830 gameaction = ga_nothing;
831 Z_CheckHeap ();
832
833 // clear cmd building stuff // denis - todo - could we get rid of this?
834 Impulse = 0;
835 for (i = 0; i < NUM_ACTIONS; i++)
836 if (i != ACTION_MLOOK && i != ACTION_KLOOK)
837 Actions[i] = 0;
838
839 joyxmove = joyymove = 0;
840 mousex = mousey = 0;
841 sendpause = sendsave = paused = sendcenterview = false;
842
843 if (timingdemo)
844 {
845 static BOOL firstTime = true;
846
847 if (firstTime)
848 {
849 starttime = I_MSTime();
850 firstTime = false;
851 }
852 }
853
854 level.starttime = I_MSTime() * TICRATE / 1000;
855 // [RH] Restore the state of the level.
856 G_UnSnapshotLevel (!savegamerestore);
857 // [RH] Do script actions that were triggered on another map.
858 P_DoDeferedScripts ();
859 // [AM] Save the state of the level on the first tic.
860 G_DoSaveResetState();
861 // [AM] Handle warmup init.
862 warmup.reset();
863 // C_FlushDisplay ();
864 }
865
866 //
867 // G_WorldDone
868 //
G_WorldDone(void)869 void G_WorldDone (void)
870 {
871 cluster_info_t *nextcluster;
872 cluster_info_t *thiscluster;
873
874 //gameaction = ga_worlddone;
875
876 if (level.flags & LEVEL_CHANGEMAPCHEAT)
877 return;
878
879 const char *finaletext = NULL;
880 thiscluster = FindClusterInfo (level.cluster);
881 if (!strncmp (level.nextmap, "EndGame", 7) || (gamemode == retail_chex && !strncmp (level.nextmap, "E1M6", 4))) {
882 // F_StartFinale (thiscluster->messagemusic, thiscluster->finaleflat, thiscluster->exittext); // denis - fixme - what should happen on the server?
883 finaletext = thiscluster->exittext;
884 } else {
885 if (!secretexit)
886 nextcluster = FindClusterInfo (FindLevelInfo (level.nextmap)->cluster);
887 else
888 nextcluster = FindClusterInfo (FindLevelInfo (level.secretmap)->cluster);
889
890 if (nextcluster->cluster != level.cluster && sv_gametype == GM_COOP) {
891 // Only start the finale if the next level's cluster is different
892 // than the current one and we're not in deathmatch.
893 if (nextcluster->entertext) {
894 // F_StartFinale (nextcluster->messagemusic, nextcluster->finaleflat, nextcluster->entertext); // denis - fixme
895 finaletext = nextcluster->entertext;
896 } else if (thiscluster->exittext) {
897 // F_StartFinale (thiscluster->messagemusic, thiscluster->finaleflat, thiscluster->exittext); // denis - fixme
898 finaletext = thiscluster->exittext;
899 }
900 }
901 }
902
903 if(finaletext)
904 mapchange += strlen(finaletext)*2;
905 }
906
907
908 VERSION_CONTROL (g_level_cpp, "$Id: g_level.cpp 4556 2014-02-10 02:48:10Z dr_sean $")
909