raze/source/games/blood/src/mirrors.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "automap.h"
#include "mmulti.h"
#include "savegamehelp.h"
#include "blood.h"
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BEGIN_BLD_NS
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int mirrorcnt, mirrorsector, mirrorwall[4];
MIRROR mirror[16];
void InitMirrors(void)
{
r_rortexture = 4080;
r_rortexturerange = 16;
mirrorcnt = 0;
tileDelete(504);
for (int i = 0; i < 16; i++)
{
tileDelete(4080 + i);
}
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for (int i = numwalls - 1; i >= 0; i--)
{
if (mirrorcnt == 16)
break;
int nTile = 4080+mirrorcnt;
if (wall[i].overpicnum == 504)
{
if (wall[i].extra > 0 && GetWallType(i) == kWallStack)
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{
wall[i].overpicnum = nTile;
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wall[i].portalflags = PORTAL_WALL_VIEW;
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mirror[mirrorcnt].wallnum = i;
mirror[mirrorcnt].type = 0;
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wall[i].cstat |= 32;
int tmp = xwall[wall[i].extra].data;
int j;
for (j = numwalls - 1; j >= 0; j--)
{
if (j == i)
continue;
if (wall[j].extra > 0 && GetWallType(i) == kWallStack)
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{
if (tmp != xwall[wall[j].extra].data)
continue;
wall[i].hitag = j;
wall[j].hitag = i;
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mirror[mirrorcnt].link = j;
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break;
}
}
if (j < 0)
I_Error("wall[%d] has no matching wall link! (data=%d)\n", i, tmp);
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mirrorcnt++;
}
continue;
}
if (wall[i].picnum == 504)
{
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mirror[mirrorcnt].link = i;
mirror[mirrorcnt].wallnum = i;
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wall[i].picnum = nTile;
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mirror[mirrorcnt].type = 0;
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wall[i].cstat |= 32;
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wall[i].portalflags = PORTAL_WALL_MIRROR;
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mirrorcnt++;
continue;
}
}
for (int i = numsectors - 1; i >= 0; i--)
{
if (mirrorcnt >= 15)
break;
if (sector[i].floorpicnum == 504)
{
int nLink = gUpperLink[i];
if (nLink < 0)
continue;
int nLink2 = sprite[nLink].owner & 0xfff;
int j = sprite[nLink2].sectnum;
if (sector[j].ceilingpicnum != 504)
I_Error("Lower link sector %d doesn't have mirror picnum\n", j);
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mirror[mirrorcnt].type = 2;
mirror[mirrorcnt].dx = sprite[nLink2].x-sprite[nLink].x;
mirror[mirrorcnt].dy = sprite[nLink2].y-sprite[nLink].y;
mirror[mirrorcnt].dz = sprite[nLink2].z-sprite[nLink].z;
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mirror[mirrorcnt].wallnum = i;
mirror[mirrorcnt].link = j;
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sector[i].floorpicnum = 4080+mirrorcnt;
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sector[i].portalflags = PORTAL_SECTOR_FLOOR;
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mirrorcnt++;
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mirror[mirrorcnt].type = 1;
mirror[mirrorcnt].dx = sprite[nLink].x-sprite[nLink2].x;
mirror[mirrorcnt].dy = sprite[nLink].y-sprite[nLink2].y;
mirror[mirrorcnt].dz = sprite[nLink].z-sprite[nLink2].z;
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mirror[mirrorcnt].wallnum = j;
mirror[mirrorcnt].link = i;
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sector[j].ceilingpicnum = 4080+mirrorcnt;
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sector[j].portalflags = PORTAL_SECTOR_CEILING;
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mirrorcnt++;
}
}
mirrorsector = numsectors;
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#if 1 // The new backend won't need this shit anymore.
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for (int i = 0; i < 4; i++)
{
mirrorwall[i] = numwalls+i;
wall[mirrorwall[i]].picnum = 504;
wall[mirrorwall[i]].overpicnum = 504;
wall[mirrorwall[i]].cstat = 0;
wall[mirrorwall[i]].nextsector = -1;
wall[mirrorwall[i]].nextwall = -1;
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wall[mirrorwall[i]].point2 = numwalls+i+1;
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}
wall[mirrorwall[3]].point2 = mirrorwall[0];
sector[mirrorsector].ceilingpicnum = 504;
sector[mirrorsector].floorpicnum = 504;
sector[mirrorsector].wallptr = mirrorwall[0];
sector[mirrorsector].wallnum = 4;
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#endif
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}
void TranslateMirrorColors(int nShade, int nPalette)
{
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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FSerializer& Serialize(FSerializer& arc, const char* keyname, MIRROR& w, MIRROR* def)
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{
if (arc.BeginObject(keyname))
{
arc ("type", w.type)
("link", w.link)
("dx", w.dx)
("dy", w.dy)
("dz", w.dz)
("wallnum", w.wallnum)
.EndObject();
}
return arc;
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}
void SerializeMirrors(FSerializer& arc)
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{
if (arc.BeginObject("mirror"))
{
arc("mirrorcnt", mirrorcnt)
("mirrorsector", mirrorsector)
.Array("mirror", mirror, countof(mirror))
.Array("mirrorwall", mirrorwall, countof(mirrorwall))
.EndObject();
}
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if (arc.isReading())
{
tileDelete(504);
#ifdef USE_OPENGL
r_rortexture = 4080;
r_rortexturerange = 16;
#endif
for (int i = 0; i < 16; i++)
{
tileDelete(4080 + i);
}
for (int i = 0; i < 4; i++)
{
wall[mirrorwall[i]].picnum = 504;
wall[mirrorwall[i]].overpicnum = 504;
wall[mirrorwall[i]].cstat = 0;
wall[mirrorwall[i]].nextsector = -1;
wall[mirrorwall[i]].nextwall = -1;
wall[mirrorwall[i]].point2 = numwalls + i + 1;
}
wall[mirrorwall[3]].point2 = mirrorwall[0];
sector[mirrorsector].ceilingpicnum = 504;
sector[mirrorsector].floorpicnum = 504;
sector[mirrorsector].wallptr = mirrorwall[0];
sector[mirrorsector].wallnum = 4;
}
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}
END_BLD_NS