Hook in IPU player spawning to allocate memory for player obj at the correct time, sync positions on each tick

This commit is contained in:
jndean
2023-08-24 17:01:15 +00:00
parent 847882cc1d
commit 050ff5f588
13 changed files with 1053 additions and 56 deletions
+3 -1
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@@ -17,18 +17,20 @@ IPU_OBJ = $(addprefix build/ipu_obj/, \
p_setup.gp \
p_setup_codelets.gp \
p_tick.gp \
p_mobj.gp \
r_bsp.gp \
r_codelets.gp \
r_main.gp \
tables.gp \
v_video.gp \
doomstat.gp \
)
CPU_FLAGS = -I src -I /usr/local/include/SDL2 -I/usr/include/libpng16 -I/opt/poplar/include \
-D_REENTRANT -lSDL2 -lSDL2_mixer -lSDL2_net -lpng16 -lz -lpoplar \
-Wall -Werror \
-O2
-O2 # -m32
IPU_FLAGS = -I src/ipu \
-Wall -Werror -Wno-unused-variable \
+3 -2
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@@ -4,9 +4,10 @@
A WIP to put Doom 1993 on the IPU.
```
```bash
# Install dependencies
sudo apt update; sudo apt-get install -y libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-net-dev libpng-dev g++-7
sudo apt update
sudo apt-get install -y libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-net-dev libpng-dev g++-7
# Build binary
make
# Download shareware resource pack
+1 -1
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@@ -226,7 +226,7 @@ static fixed_t scale_ftom;
// player object
// May need mechanism for sending plr->message to rendering tile... LATER
// static player_t *plr; // the player represented by an arrow
IPUPlayerPos_t am_playerpos;
IPUTransfer_playerstate_t am_playerpos;
patch_t *marknums[10]; // numbers used for marking by the automap
unsigned char markbuf[IPUAMMARKBUFSIZE]; // JOSEF: static mark patch storage, avoiding disk
+29
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@@ -0,0 +1,29 @@
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 Simon Howard
//
// 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.
//
// DESCRIPTION:
// Put all global tate variables here.
//
#include "doomstat.h"
// Game Mode - identify IWAD as shareware, retail etc.
GameMode_t gamemode = indetermined;
GameMission_t gamemission = doom;
GameVersion_t gameversion = exe_final2;
GameVariant_t gamevariant = vanilla;
char *gamedescription;
// Set if homebrew PWAD stuff has been added.
boolean modifiedgame;
+13 -5
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@@ -6,6 +6,7 @@ extern "C" {
#include "d_event.h"
#include "d_player.h"
#include "d_mode.h"
#include "doomdef.h"
#include "doomtype.h"
#include "m_fixed.h"
@@ -24,16 +25,24 @@ typedef struct {
int gameepisode;
int gamemap;
int lumpnum;
GameMode_t gamemode;
int deathmatch;
boolean playeringame[MAXPLAYERS];
} G_LoadLevel_MiscValues_t;
typedef struct {
fixed_t x, y, z;
angle_t angle;
} IPUPlayerPos_t;
int extralight;
fixed_t viewz;
int fixedcolormap;
} IPUTransfer_playerstate_t;
typedef struct {
int consoleplayer;
gamestate_t gamestate;
IPUPlayerPos_t player_mobj;
IPUTransfer_playerstate_t player;
int mappedline_updates[IPUMAPPEDLINEUPDATES];
} G_Ticker_MiscValues_t;
@@ -45,9 +54,8 @@ typedef struct {
} G_Responder_MiscValues_t;
typedef struct {
int displayplayer;
player_t players_displayplayer;
mobj_t displayplayer_mo;
// nothing
int dummy; // just so struct is not empty
} R_RenderPlayerView_MiscValues_t;
+23 -9
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@@ -5,30 +5,46 @@
#include "ipu_interface.h"
#include "ipu_transfer.h"
#include "ipu_print.h"
#include "print.h"
int gamelumpnum;
int requestedlumpnum;
void IPU_G_LoadLevel_UnpackMiscValues(G_LoadLevel_MiscValues_t* pack) {
gameepisode = pack->gameepisode;
gamemap = pack->gamemap;
gamelumpnum = pack->lumpnum;
gamemode = pack->gamemode;
deathmatch = pack->deathmatch;
for (int i = 0; i < MAXPLAYERS; ++i) {
playeringame[i] = pack->playeringame[i];
}
}
void IPU_G_Ticker_UnpackMiscValues(G_Ticker_MiscValues_t* pack) {
gamestate = pack->gamestate;
if (gamestate != GS_LEVEL)
return;
am_playerpos.x = pack->player_mobj.x;
am_playerpos.y = pack->player_mobj.y;
am_playerpos.z = pack->player_mobj.z;
am_playerpos.angle = pack->player_mobj.angle;
consoleplayer = displayplayer = pack->consoleplayer; // Asserted true on host
players[consoleplayer].mo->x = pack->player.x;
players[consoleplayer].mo->y = pack->player.y;
players[consoleplayer].mo->z = pack->player.z;
players[consoleplayer].mo->angle = pack->player.angle;
players[consoleplayer].extralight = pack->player.extralight;
players[consoleplayer].viewz = pack->player.viewz;
players[consoleplayer].fixedcolormap = pack->player.fixedcolormap;
am_playerpos.x = pack->player.x;
am_playerpos.y = pack->player.y;
am_playerpos.z = pack->player.z;
am_playerpos.angle = pack->player.angle;
for (int i = 0; i < IPUMAPPEDLINEUPDATES; ++i) {
int update = pack->mappedline_updates[i];
if (update == -1) break;
lines[update].flags |= ML_MAPPED;
}
}
void IPU_Setup_UnpackMarkNums(const unsigned char* buf) {
@@ -42,7 +58,5 @@ void IPU_Setup_UnpackMarkNums(const unsigned char* buf) {
void IPU_R_RenderPlayerView_UnpackMiscValues(R_RenderPlayerView_MiscValues_t* pack) {
displayplayer = pack->displayplayer;
players[displayplayer] = pack->players_displayplayer;
// TODO: pack->displaypayer_mo
// Nothing to unpack
}
+1 -2
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@@ -9,8 +9,7 @@ extern "C" {
extern int gamelumpnum;
extern int requestedlumpnum;
extern IPUPlayerPos_t am_playerpos;
extern IPUTransfer_playerstate_t am_playerpos;
extern patch_t* marknums[10];
extern unsigned char markbuf[IPUAMMARKBUFSIZE];
+941
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@@ -0,0 +1,941 @@
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 Simon Howard
//
// 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.
//
// DESCRIPTION:
// Moving object handling. Spawn functions.
//
// #include <stdio.h> // JOSEF
// #include <string.h>
#include "d_mode.h"
#include "d_player.h"
#include "doomdef.h"
#include "doomstat.h"
#include "doomtype.h"
#include "m_fixed.h"
#include "p_local.h"
#include "p_mobj.h"
#include <print.h>
#include "ipu_malloc.h"
/*
#include "doomdata.h"
#include "d_think.h"
#include "d_ticcmd.h"
#include "hu_stuff.h"
#include "i_system.h"
#include "i_timer.h"
#include "info.h"
#include "m_random.h"
#include "r_defs.h"
#include "r_main.h"
#include "s_sound.h"
#include "sounds.h"
#include "st_stuff.h"
#include "tables.h"
#include "z_zone.h"
void G_PlayerReborn(int player);
void P_SpawnMapThing(mapthing_t *mthing);
//
// P_SetMobjState
// Returns true if the mobj is still present.
//
int test;
// Use a heuristic approach to detect infinite state cycles: Count the number
// of times the loop in P_SetMobjState() executes and exit with an error once
// an arbitrary very large limit is reached.
#define MOBJ_CYCLE_LIMIT 1000000
boolean P_SetMobjState(mobj_t *mobj, statenum_t state) {
state_t *st;
int cycle_counter = 0;
do {
if (state == S_NULL) {
mobj->state = (state_t *)S_NULL;
P_RemoveMobj(mobj);
return false;
}
st = &states[state];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame;
// Modified handling.
// Call action functions when the state is set
if (st->action.acp1)
st->action.acp1(mobj);
state = st->nextstate;
if (cycle_counter++ > MOBJ_CYCLE_LIMIT) {
I_Error("P_SetMobjState: Infinite state cycle detected!");
}
} while (!mobj->tics);
return true;
}
//
// P_ExplodeMissile
//
void P_ExplodeMissile(mobj_t *mo) {
mo->momx = mo->momy = mo->momz = 0;
P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
mo->tics -= P_Random() & 3;
if (mo->tics < 1)
mo->tics = 1;
mo->flags &= ~MF_MISSILE;
if (mo->info->deathsound)
S_StartSound(mo, mo->info->deathsound);
}
//
// P_XYMovement
//
#define STOPSPEED 0x1000
#define FRICTION 0xe800
void P_XYMovement(mobj_t *mo) {
fixed_t ptryx;
fixed_t ptryy;
player_t *player;
fixed_t xmove;
fixed_t ymove;
if (!mo->momx && !mo->momy) {
if (mo->flags & MF_SKULLFLY) {
// the skull slammed into something
mo->flags &= ~MF_SKULLFLY;
mo->momx = mo->momy = mo->momz = 0;
P_SetMobjState(mo, mo->info->spawnstate);
}
return;
}
player = mo->player;
if (mo->momx > MAXMOVE)
mo->momx = MAXMOVE;
else if (mo->momx < -MAXMOVE)
mo->momx = -MAXMOVE;
if (mo->momy > MAXMOVE)
mo->momy = MAXMOVE;
else if (mo->momy < -MAXMOVE)
mo->momy = -MAXMOVE;
xmove = mo->momx;
ymove = mo->momy;
do {
if (xmove > MAXMOVE / 2 || ymove > MAXMOVE / 2) {
ptryx = mo->x + xmove / 2;
ptryy = mo->y + ymove / 2;
xmove >>= 1;
ymove >>= 1;
} else {
ptryx = mo->x + xmove;
ptryy = mo->y + ymove;
xmove = ymove = 0;
}
if (!P_TryMove(mo, ptryx, ptryy)) {
// blocked move
if (mo->player) { // try to slide along it
P_SlideMove(mo);
} else if (mo->flags & MF_MISSILE) {
// explode a missile
if (ceilingline && ceilingline->backsector &&
ceilingline->backsector->ceilingpic == skyflatnum) {
// Hack to prevent missiles exploding
// against the sky.
// Does not handle sky floors.
P_RemoveMobj(mo);
return;
}
P_ExplodeMissile(mo);
} else
mo->momx = mo->momy = 0;
}
} while (xmove || ymove);
// slow down
if (player && player->cheats & CF_NOMOMENTUM) {
// debug option for no sliding at all
mo->momx = mo->momy = 0;
return;
}
if (mo->flags & (MF_MISSILE | MF_SKULLFLY))
return; // no friction for missiles ever
if (mo->z > mo->floorz)
return; // no friction when airborne
if (mo->flags & MF_CORPSE) {
// do not stop sliding
// if halfway off a step with some momentum
if (mo->momx > FRACUNIT / 4 || mo->momx < -FRACUNIT / 4 ||
mo->momy > FRACUNIT / 4 || mo->momy < -FRACUNIT / 4) {
if (mo->floorz != mo->subsector->sector->floorheight)
return;
}
}
if (mo->momx > -STOPSPEED && mo->momx < STOPSPEED && mo->momy > -STOPSPEED &&
mo->momy < STOPSPEED && (!player || (player->cmd.forwardmove == 0 &&
player->cmd.sidemove == 0))) {
// if in a walking frame, stop moving
if (player && (unsigned)((player->mo->state - states) - S_PLAY_RUN1) < 4)
P_SetMobjState(player->mo, S_PLAY);
mo->momx = 0;
mo->momy = 0;
} else {
mo->momx = FixedMul(mo->momx, FRICTION);
mo->momy = FixedMul(mo->momy, FRICTION);
}
}
//
// P_ZMovement
//
void P_ZMovement(mobj_t *mo) {
fixed_t dist;
fixed_t delta;
// check for smooth step up
if (mo->player && mo->z < mo->floorz) {
mo->player->viewheight -= mo->floorz - mo->z;
mo->player->deltaviewheight = (VIEWHEIGHT - mo->player->viewheight) >> 3;
}
// adjust height
mo->z += mo->momz;
if (mo->flags & MF_FLOAT && mo->target) {
// float down towards target if too close
if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT)) {
dist = P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y);
delta = (mo->target->z + (mo->height >> 1)) - mo->z;
if (delta < 0 && dist < -(delta * 3))
mo->z -= FLOATSPEED;
else if (delta > 0 && dist < (delta * 3))
mo->z += FLOATSPEED;
}
}
// clip movement
if (mo->z <= mo->floorz) {
// hit the floor
// Note (id):
// somebody left this after the setting momz to 0,
// kinda useless there.
//
// cph - This was the a bug in the linuxdoom-1.10 source which
// caused it not to sync Doom 2 v1.9 demos. Someone
// added the above comment and moved up the following code. So
// demos would desync in close lost soul fights.
// Note that this only applies to original Doom 1 or Doom2 demos - not
// Final Doom and Ultimate Doom. So we test demo_compatibility *and*
// gamemission. (Note we assume that Doom1 is always Ult Doom, which
// seems to hold for most published demos.)
//
// fraggle - cph got the logic here slightly wrong. There are three
// versions of Doom 1.9:
//
// * The version used in registered doom 1.9 + doom2 - no bounce
// * The version used in ultimate doom - has bounce
// * The version used in final doom - has bounce
//
// So we need to check that this is either retail or commercial
// (but not doom2)
int correct_lost_soul_bounce = gameversion >= exe_ultimate;
if (correct_lost_soul_bounce && mo->flags & MF_SKULLFLY) {
// the skull slammed into something
mo->momz = -mo->momz;
}
if (mo->momz < 0) {
if (mo->player && mo->momz < -GRAVITY * 8) {
// Squat down.
// Decrease viewheight for a moment
// after hitting the ground (hard),
// and utter appropriate sound.
mo->player->deltaviewheight = mo->momz >> 3;
S_StartSound(mo, sfx_oof);
}
mo->momz = 0;
}
mo->z = mo->floorz;
// cph 2001/05/26 -
// See lost soul bouncing comment above. We need this here for bug
// compatibility with original Doom2 v1.9 - if a soul is charging and
// hit by a raising floor this incorrectly reverses its Y momentum.
//
if (!correct_lost_soul_bounce && mo->flags & MF_SKULLFLY)
mo->momz = -mo->momz;
if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP)) {
P_ExplodeMissile(mo);
return;
}
} else if (!(mo->flags & MF_NOGRAVITY)) {
if (mo->momz == 0)
mo->momz = -GRAVITY * 2;
else
mo->momz -= GRAVITY;
}
if (mo->z + mo->height > mo->ceilingz) {
// hit the ceiling
if (mo->momz > 0)
mo->momz = 0;
{ mo->z = mo->ceilingz - mo->height; }
if (mo->flags & MF_SKULLFLY) { // the skull slammed into something
mo->momz = -mo->momz;
}
if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP)) {
P_ExplodeMissile(mo);
return;
}
}
}
//
// P_NightmareRespawn
//
void P_NightmareRespawn(mobj_t *mobj) {
fixed_t x;
fixed_t y;
fixed_t z;
subsector_t *ss;
mobj_t *mo;
mapthing_t *mthing;
x = mobj->spawnpoint.x << FRACBITS;
y = mobj->spawnpoint.y << FRACBITS;
// somthing is occupying it's position?
if (!P_CheckPosition(mobj, x, y))
return; // no respwan
// spawn a teleport fog at old spot
// because of removal of the body?
mo = P_SpawnMobj(mobj->x, mobj->y, mobj->subsector->sector->floorheight,
MT_TFOG);
// initiate teleport sound
S_StartSound(mo, sfx_telept);
// spawn a teleport fog at the new spot
ss = R_PointInSubsector(x, y);
mo = P_SpawnMobj(x, y, ss->sector->floorheight, MT_TFOG);
S_StartSound(mo, sfx_telept);
// spawn the new monster
mthing = &mobj->spawnpoint;
// spawn it
if (mobj->info->flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else
z = ONFLOORZ;
// inherit attributes from deceased one
mo = P_SpawnMobj(x, y, z, mobj->type);
mo->spawnpoint = mobj->spawnpoint;
mo->angle = ANG45 * (mthing->angle / 45);
if (mthing->options & MTF_AMBUSH)
mo->flags |= MF_AMBUSH;
mo->reactiontime = 18;
// remove the old monster,
P_RemoveMobj(mobj);
}
//
// P_MobjThinker
//
void P_MobjThinker(mobj_t *mobj) {
// momentum movement
if (mobj->momx || mobj->momy || (mobj->flags & MF_SKULLFLY)) {
P_XYMovement(mobj);
// FIXME: decent NOP/NULL/Nil function pointer please.
if (mobj->thinker.function.acv == (actionf_v)(-1))
return; // mobj was removed
}
if ((mobj->z != mobj->floorz) || mobj->momz) {
P_ZMovement(mobj);
// FIXME: decent NOP/NULL/Nil function pointer please.
if (mobj->thinker.function.acv == (actionf_v)(-1))
return; // mobj was removed
}
// cycle through states,
// calling action functions at transitions
if (mobj->tics != -1) {
mobj->tics--;
// you can cycle through multiple states in a tic
if (!mobj->tics)
if (!P_SetMobjState(mobj, mobj->state->nextstate))
return; // freed itself
} else {
// check for nightmare respawn
if (!(mobj->flags & MF_COUNTKILL))
return;
if (!respawnmonsters)
return;
mobj->movecount++;
if (mobj->movecount < 12 * TICRATE)
return;
if (leveltime & 31)
return;
if (P_Random() > 4)
return;
P_NightmareRespawn(mobj);
}
}
*/
//
// P_SpawnMobj
//
mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) {
mobj_t *mobj;
state_t *st;
mobjinfo_t *info;
mobj = IPU_level_malloc(sizeof(*mobj));
memset(mobj, 0, sizeof(*mobj));
// JOSEF: Just allocate the mem for now
/* LATER: Complete the rest of this function
info = &mobjinfo[type];
mobj->type = type;
mobj->info = info;
mobj->x = x;
mobj->y = y;
mobj->radius = info->radius;
mobj->height = info->height;
mobj->flags = info->flags;
mobj->health = info->spawnhealth;
if (gameskill != sk_nightmare)
mobj->reactiontime = info->reactiontime;
mobj->lastlook = P_Random() % MAXPLAYERS;
// do not set the state with P_SetMobjState,
// because action routines can not be called yet
st = &states[info->spawnstate];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame;
// set subsector and/or block links
P_SetThingPosition(mobj);
mobj->floorz = mobj->subsector->sector->floorheight;
mobj->ceilingz = mobj->subsector->sector->ceilingheight;
if (z == ONFLOORZ)
mobj->z = mobj->floorz;
else if (z == ONCEILINGZ)
mobj->z = mobj->ceilingz - mobj->info->height;
else
mobj->z = z;
mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
P_AddThinker(&mobj->thinker);
*/
return mobj;
}
/*
//
// P_RemoveMobj
//
mapthing_t itemrespawnque[ITEMQUESIZE];
int itemrespawntime[ITEMQUESIZE];
int iquehead;
int iquetail;
void P_RemoveMobj(mobj_t *mobj) {
if ((mobj->flags & MF_SPECIAL) && !(mobj->flags & MF_DROPPED) &&
(mobj->type != MT_INV) && (mobj->type != MT_INS)) {
itemrespawnque[iquehead] = mobj->spawnpoint;
itemrespawntime[iquehead] = leveltime;
iquehead = (iquehead + 1) & (ITEMQUESIZE - 1);
// lose one off the end?
if (iquehead == iquetail)
iquetail = (iquetail + 1) & (ITEMQUESIZE - 1);
}
// unlink from sector and block lists
P_UnsetThingPosition(mobj);
// stop any playing sound
S_StopSound(mobj);
// free block
P_RemoveThinker((thinker_t *)mobj);
}
//
// P_RespawnSpecials
//
void P_RespawnSpecials(void) {
fixed_t x;
fixed_t y;
fixed_t z;
subsector_t *ss;
mobj_t *mo;
mapthing_t *mthing;
int i;
// only respawn items in deathmatch
if (deathmatch != 2)
return; //
// nothing left to respawn?
if (iquehead == iquetail)
return;
// wait at least 30 seconds
if (leveltime - itemrespawntime[iquetail] < 30 * TICRATE)
return;
mthing = &itemrespawnque[iquetail];
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
// spawn a teleport fog at the new spot
ss = R_PointInSubsector(x, y);
mo = P_SpawnMobj(x, y, ss->sector->floorheight, MT_IFOG);
S_StartSound(mo, sfx_itmbk);
// find which type to spawn
for (i = 0; i < NUMMOBJTYPES; i++) {
if (mthing->type == mobjinfo[i].doomednum)
break;
}
// spawn it
if (mobjinfo[i].flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else
z = ONFLOORZ;
mo = P_SpawnMobj(x, y, z, i);
mo->spawnpoint = *mthing;
mo->angle = ANG45 * (mthing->angle / 45);
// pull it from the que
iquetail = (iquetail + 1) & (ITEMQUESIZE - 1);
}
*/
//
// P_SpawnPlayer
// Called when a player is spawned on the level.
// Most of the player structure stays unchanged
// between levels.
//
void P_SpawnPlayer(mapthing_t *mthing) {
player_t *p;
fixed_t x;
fixed_t y;
fixed_t z;
mobj_t *mobj;
int i;
if (mthing->type == 0) {
return;
}
// not playing?
if (!playeringame[mthing->type - 1])
return;
p = &players[mthing->type - 1];
if (p->playerstate == PST_REBORN) {
// G_PlayerReborn(mthing->type - 1); LATER
printf("###\nG_PlayerReborn NOT IMPLEMENTED\n###");
}
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
z = ONFLOORZ;
mobj = P_SpawnMobj(x, y, z, MT_PLAYER);
// set color translations for player sprites
if (mthing->type > 1)
mobj->flags |= (mthing->type - 1) << MF_TRANSSHIFT;
mobj->angle = ANG45 * (mthing->angle / 45);
mobj->player = p;
mobj->health = p->health;
p->mo = mobj;
p->playerstate = PST_LIVE;
p->refire = 0;
p->message = NULL;
p->damagecount = 0;
p->bonuscount = 0;
p->extralight = 0;
p->fixedcolormap = 0;
p->viewheight = VIEWHEIGHT;
// setup gun psprite
// P_SetupPsprites(p); // LATER
// give all cards in death match mode
if (deathmatch)
for (i = 0; i < NUMCARDS; i++)
p->cards[i] = true;
// LATER
// if (mthing->type - 1 == consoleplayer) {
// // wake up the status bar
// ST_Start();
// // wake up the heads up text
// HU_Start();
// }
}
//
// P_SpawnMapThing
// The fields of the mapthing should
// already be in host byte order.
//
void P_SpawnMapThing(mapthing_t *mthing) {
int i;
int bit;
mobj_t *mobj;
fixed_t x;
fixed_t y;
fixed_t z;
// count deathmatch start positions
if (mthing->type == 11) {
// JOSEF: LATER
// if (deathmatch_p < &deathmatchstarts[10]) {
// memcpy(deathmatch_p, mthing, sizeof(*mthing));
// deathmatch_p++;
// }
return;
}
if (mthing->type <= 0) {
// Thing type 0 is actually "player -1 start".
// For some reason, Vanilla Doom accepts/ignores this.
return;
}
// check for players specially
if (mthing->type <= 4) {
// save spots for respawning in network games
playerstarts[mthing->type - 1] = *mthing;
if (!deathmatch) {
P_SpawnPlayer(mthing);
}
return;
}
/* LATER
// check for apropriate skill level
if (!netgame && (mthing->options & 16))
return;
if (gameskill == sk_baby)
bit = 1;
else if (gameskill == sk_nightmare)
bit = 4;
else
bit = 1 << (gameskill - 1);
if (!(mthing->options & bit))
return;
// find which type to spawn
for (i = 0; i < NUMMOBJTYPES; i++)
if (mthing->type == mobjinfo[i].doomednum)
break;
if (i == NUMMOBJTYPES)
I_Error("P_SpawnMapThing: Unknown type %i at (%i, %i)", mthing->type,
mthing->x, mthing->y);
// don't spawn keycards and players in deathmatch
if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
return;
// don't spawn any monsters if -nomonsters
if (nomonsters && (i == MT_SKULL || (mobjinfo[i].flags & MF_COUNTKILL))) {
return;
}
// spawn it
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
if (mobjinfo[i].flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else
z = ONFLOORZ;
mobj = P_SpawnMobj(x, y, z, i);
mobj->spawnpoint = *mthing;
if (mobj->tics > 0)
mobj->tics = 1 + (P_Random() % mobj->tics);
if (mobj->flags & MF_COUNTKILL)
totalkills++;
if (mobj->flags & MF_COUNTITEM)
totalitems++;
mobj->angle = ANG45 * (mthing->angle / 45);
if (mthing->options & MTF_AMBUSH)
mobj->flags |= MF_AMBUSH;
*/
}
/*
//
// GAME SPAWN FUNCTIONS
//
//
// P_SpawnPuff
//
extern fixed_t attackrange;
void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z) {
mobj_t *th;
z += (P_SubRandom() << 10);
th = P_SpawnMobj(x, y, z, MT_PUFF);
th->momz = FRACUNIT;
th->tics -= P_Random() & 3;
if (th->tics < 1)
th->tics = 1;
// don't make punches spark on the wall
if (attackrange == MELEERANGE)
P_SetMobjState(th, S_PUFF3);
}
//
// P_SpawnBlood
//
void P_SpawnBlood(fixed_t x, fixed_t y, fixed_t z, int damage) {
mobj_t *th;
z += (P_SubRandom() << 10);
th = P_SpawnMobj(x, y, z, MT_BLOOD);
th->momz = FRACUNIT * 2;
th->tics -= P_Random() & 3;
if (th->tics < 1)
th->tics = 1;
if (damage <= 12 && damage >= 9)
P_SetMobjState(th, S_BLOOD2);
else if (damage < 9)
P_SetMobjState(th, S_BLOOD3);
}
//
// P_CheckMissileSpawn
// Moves the missile forward a bit
// and possibly explodes it right there.
//
void P_CheckMissileSpawn(mobj_t *th) {
th->tics -= P_Random() & 3;
if (th->tics < 1)
th->tics = 1;
// move a little forward so an angle can
// be computed if it immediately explodes
th->x += (th->momx >> 1);
th->y += (th->momy >> 1);
th->z += (th->momz >> 1);
if (!P_TryMove(th, th->x, th->y))
P_ExplodeMissile(th);
}
// Certain functions assume that a mobj_t pointer is non-NULL,
// causing a crash in some situations where it is NULL. Vanilla
// Doom did not crash because of the lack of proper memory
// protection. This function substitutes NULL pointers for
// pointers to a dummy mobj, to avoid a crash.
mobj_t *P_SubstNullMobj(mobj_t *mobj) {
if (mobj == NULL) {
static mobj_t dummy_mobj;
dummy_mobj.x = 0;
dummy_mobj.y = 0;
dummy_mobj.z = 0;
dummy_mobj.flags = 0;
mobj = &dummy_mobj;
}
return mobj;
}
//
// P_SpawnMissile
//
mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type) {
mobj_t *th;
angle_t an;
int dist;
th = P_SpawnMobj(source->x, source->y, source->z + 4 * 8 * FRACUNIT, type);
if (th->info->seesound)
S_StartSound(th, th->info->seesound);
th->target = source; // where it came from
an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
// fuzzy player
if (dest->flags & MF_SHADOW)
an += P_SubRandom() << 20;
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(th->info->speed, finecosine[an]);
th->momy = FixedMul(th->info->speed, finesine[an]);
dist = P_AproxDistance(dest->x - source->x, dest->y - source->y);
dist = dist / th->info->speed;
if (dist < 1)
dist = 1;
th->momz = (dest->z - source->z) / dist;
P_CheckMissileSpawn(th);
return th;
}
//
// P_SpawnPlayerMissile
// Tries to aim at a nearby monster
//
void P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type) {
mobj_t *th;
angle_t an;
fixed_t x;
fixed_t y;
fixed_t z;
fixed_t slope;
// see which target is to be aimed at
an = source->angle;
slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
if (!linetarget) {
an += 1 << 26;
slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
if (!linetarget) {
an -= 2 << 26;
slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
}
if (!linetarget) {
an = source->angle;
slope = 0;
}
}
x = source->x;
y = source->y;
z = source->z + 4 * 8 * FRACUNIT;
th = P_SpawnMobj(x, y, z, type);
if (th->info->seesound)
S_StartSound(th, th->info->seesound);
th->target = source;
th->angle = an;
th->momx = FixedMul(th->info->speed, finecosine[an >> ANGLETOFINESHIFT]);
th->momy = FixedMul(th->info->speed, finesine[an >> ANGLETOFINESHIFT]);
th->momz = FixedMul(th->info->speed, slope);
P_CheckMissileSpawn(th);
}
*/
+4 -18
View File
@@ -12,6 +12,8 @@
#include "print.h"
void P_SpawnMapThing(mapthing_t *mthing);
//
// MAP related Lookup tables.
// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
@@ -104,11 +106,6 @@ void P_LoadVertexes(const unsigned char *buf) {
li->x = ml->x << FRACBITS;
li->y = ml->y << FRACBITS;
}
// Free buffer memory.
// JOSEF: W_ReleaseLumpNum(lump);
requestedlumpnum = gamelumpnum + ML_SECTORS;
}
//
@@ -137,8 +134,6 @@ void P_LoadSectors(const unsigned char *buf) {
ss->tag = SHORT(ms->tag);
ss->thinglist = NULL;
}
requestedlumpnum = gamelumpnum + ML_SIDEDEFS;
}
@@ -221,7 +216,7 @@ void P_LoadThings(const unsigned char *buf) {
spawnthing.type = SHORT(mt->type);
spawnthing.options = SHORT(mt->options);
// P_SpawnMapThing(&spawnthing); // TODO
P_SpawnMapThing(&spawnthing); // TODO
}
}
@@ -252,8 +247,6 @@ void P_LoadSideDefs(const unsigned char *buf) {
*/
sd->sector = &sectors[SHORT(msd->sector)];
}
requestedlumpnum = gamelumpnum + ML_LINEDEFS; // JOSEF: Get rid of this
}
//
@@ -324,7 +317,6 @@ void P_LoadLineDefs(const unsigned char *buf) {
else
ld->backsector = 0;
}
requestedlumpnum = gamelumpnum + ML_SSECTORS;
}
//
@@ -349,7 +341,6 @@ void P_LoadSubsectors(const unsigned char *buf) {
ss->firstline = SHORT(ms->firstseg);
}
requestedlumpnum = gamelumpnum + ML_NODES;
}
//
@@ -396,10 +387,8 @@ void P_SetupLevel_pt0(const unsigned char unused) {
leveltime = 0;
reset_ipuprint();
ipuprint("Map starts at lump "); ipuprintnum(gamelumpnum); ipuprint("\n");
// ipuprint("Map starts at lump "); ipuprintnum(gamelumpnum); ipuprint("\n");
// JOSEF: Lumpnum for P_LoadBlockMap
requestedlumpnum = gamelumpnum + ML_BLOCKMAP;
return;
// note: most of this ordering is important
@@ -478,7 +467,4 @@ void P_LoadBlockMap(const unsigned char *buf) {
count = sizeof(*blocklinks) * bmapwidth * bmapheight;
blocklinks = IPU_level_malloc(count);
memset(blocklinks, 0, count);
// JOSEF: next lump to load
requestedlumpnum = gamelumpnum + ML_VERTEXES;
}
+5
View File
@@ -75,6 +75,8 @@ typedef struct {
cliprange_t *newend;
cliprange_t solidsegs[MAXSEGS];
/*
//
// R_ClipSolidWallSegment
// Does handle solid walls,
@@ -207,7 +209,9 @@ void R_ClearClipSegs(void) {
solidsegs[1].last = 0x7fffffff;
newend = solidsegs + 2;
}
*/
/*
//
// R_AddLine
// Clips the given segment
@@ -495,3 +499,4 @@ void R_RenderBSPNode(int bspnum) {
if (R_CheckBBox(bsp->bbox[side ^ 1]))
R_RenderBSPNode(bsp->children[side ^ 1]);
}
*/
+7 -8
View File
@@ -2,13 +2,13 @@
#include <print.h>
// #include "doomdata.h"
#include "doomstat.h"
#include "ipu_transfer.h"
extern "C" {
// void P_SetupLevel_pt0(const unsigned char *buf);
void R_RenderPlayerView(player_t *player);
};
@@ -19,15 +19,14 @@ struct R_RenderPlayerView_Vertex : public poplar::Vertex {
poplar::InOut<poplar::Vector<unsigned char>> frame;
void compute() {
// printf("Running R_RenderPlayerView_Vertex\n");
// AM_Drawer(&frame[0]);
for (int i = 0; i < 100; ++i){
frame[i + 320 * i ] = 1;
frame[i + 320 * i + 1] = 1;
}
// for (int i = 0; i < 100; ++i){
// frame[i + 320 * i ] = 1;
// frame[i + 320 * i + 1] = 1;
// }
IPU_R_RenderPlayerView_UnpackMiscValues(
(R_RenderPlayerView_MiscValues_t*) &miscValues[0]
);
R_RenderPlayerView(&players[displayplayer]);
return ;
}
};
+5 -1
View File
@@ -43,6 +43,8 @@
#include "r_things.h"
#include "tables.h"
#include "print.h"
// JOSEF: added
inline int abs(int x) {
return (x < 0) ? -x : x;
@@ -51,7 +53,7 @@ inline int abs(int x) {
// Fineangles in the SCREENWIDTH wide window.
#define FIELDOFVIEW 2048
int viewangleoffset;
int viewangleoffset = 0;
// increment every time a check is made
int validcount = 1;
@@ -712,6 +714,7 @@ void R_SetupFrame(player_t *player) {
sscount = 0;
/* Later
if (player->fixedcolormap) {
fixedcolormap = colormaps + player->fixedcolormap * 256;
@@ -721,6 +724,7 @@ void R_SetupFrame(player_t *player) {
scalelightfixed[i] = fixedcolormap;
} else
fixedcolormap = 0;
*/
framecount++;
validcount++;
+18 -9
View File
@@ -22,7 +22,11 @@ void IPU_G_LoadLevel_PackMiscValues(void* buf) {
G_LoadLevel_MiscValues_t pack;
pack.gameepisode = gameepisode;
pack.gamemap = gamemap;
pack.gamemap = gamemap;
pack.gamemode = gamemode;
pack.deathmatch = deathmatch;
for (int i = 0; i < MAXPLAYERS; ++i)
pack.playeringame[i] = playeringame[i];
char lumpname[9];
lumpname[0] = 'E';
@@ -63,10 +67,17 @@ void IPU_G_Ticker_PackMiscValues(void* buf) {
pack->gamestate = gamestate;
if (gamestate != GS_LEVEL)
return;
pack->player_mobj.x = players[consoleplayer].mo->x;
pack->player_mobj.y = players[consoleplayer].mo->y;
pack->player_mobj.z = players[consoleplayer].mo->z;
pack->player_mobj.angle = players[consoleplayer].mo->angle;
assert(consoleplayer == displayplayer);
pack->consoleplayer = consoleplayer;
pack->player.x = players[consoleplayer].mo->x;
pack->player.y = players[consoleplayer].mo->y;
pack->player.z = players[consoleplayer].mo->z;
pack->player.angle = players[consoleplayer].mo->angle;
pack->player.extralight = players[consoleplayer].extralight;
pack->player.viewz = players[consoleplayer].viewz;
pack->player.fixedcolormap = players[consoleplayer].fixedcolormap;
for (int i = 0; i < IPUMAPPEDLINEUPDATES; ++i) {
if (!mapped_line_count) {
pack->mappedline_updates[i] = -1;
@@ -82,10 +93,8 @@ void IPU_G_Responder_PackMiscValues(void* src_buf, void* dst_buf) {
}
void IPU_R_RenderPlayerView_PackMiscValues(void* buf) {
R_RenderPlayerView_MiscValues_t* pack = (R_RenderPlayerView_MiscValues_t*) buf;
pack->displayplayer = displayplayer;
pack->players_displayplayer = players[displayplayer];
pack->displayplayer_mo = *players[displayplayer].mo;
// R_RenderPlayerView_MiscValues_t* pack = (R_RenderPlayerView_MiscValues_t*) buf;
// Nothing to pack
}
void IPU_Setup_PackMarkNums(void* buf) {