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1478 lines
44 KiB
C
1478 lines
44 KiB
C
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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// JSECTOR.C
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// This is all Jim's programming having to do with sectors.
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#include "build.h"
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#include "keys.h"
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#include "names2.h"
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#include "jnames.h"
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#include "panel.h"
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#include "game.h"
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#include "tags.h"
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#include "sector.h"
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#include "player.h"
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#include "sprite.h"
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#include "reserve.h"
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#include "jsector.h"
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#include "jtags.h"
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#include "lists.h"
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#include "pal.h"
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#include "parent.h"
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// V A R I A B L E D E C L A R A T I O N S //////////////////////////////////////////////////////
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MIRRORTYPE mirror[MAXMIRRORS];
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short mirrorcnt; //, floormirrorcnt;
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//short floormirrorsector[MAXMIRRORS];
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BOOL mirrorinview;
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static char tempbuf[/*max(576, */ MAXXDIM /*)*/];
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BOOL MirrorMoveSkip16 = 0;
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// Voxel stuff
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//BOOL bVoxelsOn = TRUE; // Turn voxels on by default
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BOOL bSpinBobVoxels = FALSE; // Do twizzly stuff to voxels, but
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// not by default
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BOOL bAutoSize = TRUE; // Autosizing on/off
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//extern int chainnumpages;
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extern AMB_INFO ambarray[];
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extern short NormalVisibility;
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extern ParentalStruct aVoxelArray[MAXTILES];
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// F U N C T I O N S //////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////
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// SpawnWallSound
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/////////////////////////////////////////////////////
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VOID
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SpawnWallSound(short sndnum, short i)
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{
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short SpriteNum;
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int midx, midy, midz;
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SPRITEp sp;
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int handle;
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SpriteNum = COVERinsertsprite(0, STAT_DEFAULT);
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if (SpriteNum < 0)
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return;
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sp = &sprite[SpriteNum];
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sp->cstat = 0;
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sp->extra = 0;
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// Get wall midpoint for offset in mirror view
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midx = (wall[i].x + wall[wall[i].point2].x) / 2;
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midy = (wall[i].y + wall[wall[i].point2].y) / 2;
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midz = (sector[wall[i].nextsector].ceilingz + sector[wall[i].nextsector].floorz) / 2;
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setspritez(SpriteNum, midx, midy, midz);
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sp = &sprite[SpriteNum];
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handle = PlaySound(sndnum, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
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if (handle != -1)
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Set3DSoundOwner(SpriteNum);
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}
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short
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CheckTileSound(short picnum)
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{
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short sndnum = -1;
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switch (picnum)
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{
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case 163: // Sizzly Lava
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case 167:
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sndnum = DIGI_VOLCANOSTEAM1;
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break;
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case 175: // Flowing Lava
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sndnum = DIGI_ERUPTION;
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break;
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case 179: // Bubbly lava
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sndnum = DIGI_LAVAFLOW1;
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break;
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case 300: // Water fall tile
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sndnum = DIGI_WATERFALL1;
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break;
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case 334: // Teleporter Pad
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sndnum = DIGI_ENGROOM1;
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break;
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case 2690: // Jet engine fan
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sndnum = DIGI_JET;
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break;
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case 2672: // X-Ray Machine engine
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sndnum = DIGI_ENGROOM5;
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break;
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case 768: // Electricity
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// sndnum = DIGI_;
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break;
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case 2714: // Pachinko Machine
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// sndnum = DIGI_;
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break;
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case 2782: // Telepad
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sndnum = DIGI_ENGROOM4;
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break;
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case 3382: // Gears
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sndnum = DIGI_ENGROOM5;
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break;
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case 2801: // Computers
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case 2804:
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case 2807:
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case 3352:
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case 3385:
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case 3389:
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case 3393:
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case 3397:
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case 3401:
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case 3405:
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// sndnum = DIGI_;
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break;
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case 3478: // Radar screen
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// sndnum = DIGI_;
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break;
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default:
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sndnum = -1;
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break;
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}
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return sndnum;
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}
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/////////////////////////////////////////////////////
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// Initialize any of my special use sprites
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/////////////////////////////////////////////////////
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void
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JS_SpriteSetup(void)
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{
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SPRITEp sp;
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short SpriteNum = 0, NextSprite, ndx;
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USERp u;
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short i, num;
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int handle;
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TRAVERSE_SPRITE_STAT(headspritestat[0], SpriteNum, NextSprite)
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{
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short tag;
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short bit;
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sp = &sprite[SpriteNum];
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tag = sp->hitag;
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// Non static camera. Camera sprite will be drawn!
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if (tag == MIRROR_CAM && sprite[SpriteNum].picnum != ST1)
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{
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// Just change it to static, sprite has all the info I need
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// u = SpawnUser(SpriteNum, sp->picnum, NULL);
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// RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
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// SET(sp->cstat, CSTAT_SPRITE_BLOCK_HITSCAN);
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change_sprite_stat(SpriteNum, STAT_SPAWN_SPOT);
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}
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switch (sprite[SpriteNum].picnum)
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{
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case ST1:
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if (tag == MIRROR_CAM)
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{
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// Just change it to static, sprite has all the info I need
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// ST1 cameras won't move with SOBJ's!
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change_sprite_stat(SpriteNum, STAT_ST1);
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}
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else if (tag == MIRROR_SPAWNSPOT)
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{
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// Just change it to static, sprite has all the info I need
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change_sprite_stat(SpriteNum, STAT_ST1);
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}
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else if (tag == AMBIENT_SOUND)
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{
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change_sprite_stat(SpriteNum, STAT_AMBIENT);
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// PlaySound(sp->lotag, &sp->x, &sp->y, &sp->z, v3df_ambient
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// | v3df_init | v3df_doppler);
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}
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else if (tag == TAG_ECHO_SOUND)
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{
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change_sprite_stat(SpriteNum, STAT_ECHO);
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}
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else if (tag == TAG_DRIPGEN)
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{
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ANIMATOR GenerateDrips;
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u = SpawnUser(SpriteNum, 0, NULL);
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ASSERT(u != NULL);
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u->RotNum = 0;
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u->WaitTics = sp->lotag * 120;
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u->ActorActionFunc = GenerateDrips;
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change_sprite_stat(SpriteNum, STAT_NO_STATE);
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SET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
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}
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break;
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// Sprites in editart that should play ambient sounds
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// automatically
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case 380:
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case 396:
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case 430:
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case 443:
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case 512:
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case 521:
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case 541:
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case 2720:
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case 3143:
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case 3157:
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handle = PlaySound(DIGI_FIRE1, &sp->x, &sp->y, &sp->z, v3df_follow|v3df_dontpan|v3df_doppler);
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if (handle != -1)
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Set3DSoundOwner(SpriteNum);
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break;
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case 795:
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case 880:
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handle = PlaySound(DIGI_WATERFLOW1, &sp->x, &sp->y, &sp->z, v3df_follow|v3df_dontpan|v3df_doppler);
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if (handle != -1)
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Set3DSoundOwner(SpriteNum);
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break;
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case 460: // Wind Chimes
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handle = PlaySound(79, &sp->x, &sp->y, &sp->z, v3df_ambient | v3df_init
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| v3df_doppler | v3df_follow);
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if (handle != -1)
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Set3DSoundOwner(SpriteNum);
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break;
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}
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}
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// Check for certain walls to make sounds
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for (i = 0; i < numwalls; i++)
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{
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short picnum;
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short sndnum;
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picnum = wall[i].picnum;
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// Set the don't stick bit for liquid tiles
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switch (picnum)
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{
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case 175:
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case 179:
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case 300:
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case 320:
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case 330:
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case 352:
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case 780:
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case 890:
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case 2608:
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case 2616:
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//case 3834:
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SET(wall[i].extra, WALLFX_DONT_STICK);
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break;
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}
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#if 0
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if ((sndnum = CheckTileSound(picnum)) != -1)
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{
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SpawnWallSound(sndnum, i);
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}
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picnum = wall[i].overpicnum;
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if ((sndnum = CheckTileSound(picnum)) != -1)
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{
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SpawnWallSound(sndnum, i);
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}
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#endif
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}
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}
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/////////////////////////////////////////////////////
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// Initialize the mirrors
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/////////////////////////////////////////////////////
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void
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JS_InitMirrors(void)
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{
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short startwall, endwall, dasector;
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int i, j, k, s, dax, day, daz, dax2, day2;
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short SpriteNum = 0, NextSprite;
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SPRITEp sp;
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static short on_cam = 0;
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BOOL Found_Cam = FALSE;
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// Set all the mirror struct values to -1
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memset(mirror, 0xFF, sizeof(mirror));
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mirrorinview = FALSE; // Initially set global mirror flag
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// to no mirrors seen
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// Scan wall tags for mirrors
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mirrorcnt = 0;
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tilesizx[MIRROR] = 0;
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tilesizy[MIRROR] = 0;
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for (i = 0; i < MAXMIRRORS; i++)
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{
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tilesizx[i + MIRRORLABEL] = 0;
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tilesizy[i + MIRRORLABEL] = 0;
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mirror[i].campic = -1;
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mirror[i].camsprite = -1;
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mirror[i].camera = -1;
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mirror[i].ismagic = FALSE;
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}
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for (i = 0; i < numwalls; i++)
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{
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s = wall[i].nextsector;
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if ((s >= 0) && (wall[i].overpicnum == MIRROR) && (wall[i].cstat & 32))
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{
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if ((sector[s].floorstat & 1) == 0)
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{
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wall[i].overpicnum = MIRRORLABEL + mirrorcnt;
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wall[i].picnum = MIRRORLABEL + mirrorcnt;
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sector[s].ceilingpicnum = MIRRORLABEL + mirrorcnt;
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sector[s].floorpicnum = MIRRORLABEL + mirrorcnt;
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sector[s].floorstat |= 1;
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mirror[mirrorcnt].mirrorwall = i;
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mirror[mirrorcnt].mirrorsector = s;
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mirror[mirrorcnt].numspawnspots = 0;
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mirror[mirrorcnt].ismagic = FALSE;
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if (wall[i].lotag == TAG_WALL_MAGIC_MIRROR)
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{
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short ii, nextii;
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SPRITEp sp;
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USERp u;
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mirror[mirrorcnt].ismagic = TRUE;
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Found_Cam = FALSE;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_ST1], ii, nextii)
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{
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sp = &sprite[ii];
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// if correct type and matches
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if (sp->hitag == MIRROR_CAM && sp->lotag == wall[i].hitag)
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{
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mirror[mirrorcnt].camera = ii;
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// Set up camera varialbes
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SP_TAG5(sp) = sp->ang; // Set current angle to
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// sprite angle
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Found_Cam = TRUE;
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}
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}
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ii = nextii = 0;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_SPAWN_SPOT], ii, nextii)
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{
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sp = &sprite[ii];
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// if correct type and matches
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if (sp->hitag == MIRROR_CAM && sp->lotag == wall[i].hitag)
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{
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mirror[mirrorcnt].camera = ii;
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// Set up camera varialbes
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SP_TAG5(sp) = sp->ang; // Set current angle to
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// sprite angle
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Found_Cam = TRUE;
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}
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}
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if (!Found_Cam)
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{
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printf("Cound not find the camera view sprite for match %d\n",wall[i].hitag);
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printf("Map Coordinates: x = %d, y = %d\n",wall[i].x,wall[i].y);
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exit(0);
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}
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Found_Cam = FALSE;
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if (TEST_BOOL1(&sprite[mirror[mirrorcnt].camera]))
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{
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TRAVERSE_SPRITE_STAT(headspritestat[0], SpriteNum, NextSprite)
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{
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sp = &sprite[SpriteNum];
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if (sp->picnum >= CAMSPRITE && sp->picnum < CAMSPRITE + 8 &&
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sp->hitag == wall[i].hitag)
|
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{
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mirror[mirrorcnt].campic = sp->picnum;
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mirror[mirrorcnt].camsprite = SpriteNum;
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// JBF: commenting out this line results in the screen in $BULLET being visible
|
||
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tilesizx[mirror[mirrorcnt].campic] = tilesizy[mirror[mirrorcnt].campic] = 0;
|
||
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||
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Found_Cam = TRUE;
|
||
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}
|
||
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}
|
||
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|
||
|
if (!Found_Cam)
|
||
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{
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printf("Did not find drawtotile for camera number %d\n",mirrorcnt);
|
||
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printf("wall[%d].hitag == %d\n",i,wall[i].hitag);
|
||
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printf("Map Coordinates: x = %d, y = %d\n",wall[i].x,wall[i].y);
|
||
|
exit(0);
|
||
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}
|
||
|
}
|
||
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|
||
|
// For magic mirrors, set allowable viewing time to 30
|
||
|
// secs
|
||
|
// Base rate is supposed to be 120, but time is double
|
||
|
// what I expect
|
||
|
mirror[mirrorcnt].maxtics = 60 * 30;
|
||
|
|
||
|
}
|
||
|
|
||
|
mirror[mirrorcnt].mstate = m_normal;
|
||
|
|
||
|
// Set tics used to none
|
||
|
mirror[mirrorcnt].tics = 0;
|
||
|
|
||
|
if (mirror[mirrorcnt].ismagic)
|
||
|
{
|
||
|
//DSPRINTF(ds, "mirror.mirrorwall %d", mirror[mirrorcnt].mirrorwall);
|
||
|
MONO_PRINT(ds);
|
||
|
//DSPRINTF(ds, "mirror.mirrorsector %d", mirror[mirrorcnt].mirrorsector);
|
||
|
MONO_PRINT(ds);
|
||
|
//DSPRINTF(ds, "mirror.camera %d", mirror[mirrorcnt].camera);
|
||
|
MONO_PRINT(ds);
|
||
|
}
|
||
|
|
||
|
mirrorcnt++;
|
||
|
ASSERT(mirrorcnt < MAXMIRRORS);
|
||
|
}
|
||
|
else
|
||
|
wall[i].overpicnum = sector[s].ceilingpicnum;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Invalidate textures in sector behind mirror
|
||
|
for (i = 0; i < mirrorcnt; i++)
|
||
|
{
|
||
|
startwall = sector[mirror[i].mirrorsector].wallptr;
|
||
|
endwall = startwall + sector[mirror[i].mirrorsector].wallnum;
|
||
|
for (j = startwall; j < endwall; j++)
|
||
|
{
|
||
|
wall[j].picnum = MIRROR;
|
||
|
wall[j].overpicnum = MIRROR;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} // InitMirrors
|
||
|
|
||
|
/////////////////////////////////////////////////////
|
||
|
// Draw a 3d screen to a specific tile
|
||
|
/////////////////////////////////////////////////////
|
||
|
#if 1
|
||
|
void drawroomstotile(int daposx, int daposy, int daposz,
|
||
|
short daang, int dahoriz, short dacursectnum, short tilenume)
|
||
|
{
|
||
|
if (waloff[tilenume] == 0)
|
||
|
loadtile(tilenume);
|
||
|
|
||
|
PRODUCTION_ASSERT(waloff[tilenume]);
|
||
|
|
||
|
setviewtotile(tilenume, tilesizx[tilenume], tilesizy[tilenume]);
|
||
|
|
||
|
drawrooms(daposx, daposy, daposz, daang, dahoriz, dacursectnum);
|
||
|
analyzesprites(daposx, daposy, daposz, FALSE);
|
||
|
drawmasks();
|
||
|
|
||
|
setviewback();
|
||
|
|
||
|
squarerotatetile(tilenume);
|
||
|
|
||
|
invalidatetile(tilenume, -1, -1);
|
||
|
}
|
||
|
#else
|
||
|
void
|
||
|
drawroomstotile(int daposx, int daposy, int daposz,
|
||
|
short daang, int dahoriz, short dacursectnum, short tilenume)
|
||
|
{
|
||
|
|
||
|
int i, j, k, bakchainnumpages, bakvidoption;
|
||
|
intptr_t bakframeplace;
|
||
|
int bakwindowx1, bakwindowy1, bakwindowx2, bakwindowy2, xsiz, ysiz;
|
||
|
char *ptr1, *ptr2;
|
||
|
|
||
|
// DRAWROOMS TO TILE BACKUP&SET CODE
|
||
|
xsiz = tilesizx[tilenume];
|
||
|
ysiz = tilesizy[tilenume];
|
||
|
// bakchainnumpages = chainnumpages;
|
||
|
bakchainnumpages = numpages;
|
||
|
// chainnumpages = 0;
|
||
|
numpages = 0;
|
||
|
bakvidoption = vidoption;
|
||
|
vidoption = 1;
|
||
|
if (waloff[tilenume] == 0)
|
||
|
loadtile(tilenume);
|
||
|
bakframeplace = frameplace;
|
||
|
frameplace = waloff[tilenume];
|
||
|
bakwindowx1 = windowx1;
|
||
|
bakwindowy1 = windowy1;
|
||
|
bakwindowx2 = windowx2;
|
||
|
bakwindowy2 = windowy2;
|
||
|
setview(0, 0, xsiz - 1, ysiz - 1);
|
||
|
setvlinebpl(xsiz);
|
||
|
j = 0;
|
||
|
for (i = 0; i <= ysiz; i++)
|
||
|
{
|
||
|
ylookup[i] = j, j += xsiz;
|
||
|
}
|
||
|
|
||
|
// DRAWS TO TILE HERE
|
||
|
drawrooms(daposx, daposy, daposz, daang, dahoriz, dacursectnum + MAXSECTORS);
|
||
|
analyzesprites(daposx, daposy, daposz, FALSE);
|
||
|
drawmasks();
|
||
|
|
||
|
setviewback();
|
||
|
|
||
|
// ROTATE TILE (supports square tiles only for rotation part)
|
||
|
if (xsiz == ysiz)
|
||
|
{
|
||
|
k = (xsiz << 1);
|
||
|
for (i = xsiz - 1; i >= 0; i--)
|
||
|
{
|
||
|
ptr1 = (char *)(waloff[tilenume] + i * (xsiz + 1));
|
||
|
ptr2 = ptr1;
|
||
|
if ((i & 1) != 0)
|
||
|
{
|
||
|
ptr1--;
|
||
|
ptr2 -= xsiz;
|
||
|
swapchar(ptr1, ptr2);
|
||
|
}
|
||
|
for (j = (i >> 1) - 1; j >= 0; j--)
|
||
|
{
|
||
|
ptr1 -= 2;
|
||
|
ptr2 -= k;
|
||
|
swapchar2(ptr1, ptr2, xsiz);
|
||
|
// swapchar(ptr1,ptr2);
|
||
|
// swapchar(ptr1+1,ptr2+xsiz);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// DRAWROOMS TO TILE RESTORE CODE
|
||
|
setview(bakwindowx1, bakwindowy1, bakwindowx2, bakwindowy2);
|
||
|
// chainnumpages = bakchainnumpages;
|
||
|
numpages = bakchainnumpages;
|
||
|
vidoption = bakvidoption;
|
||
|
frameplace = bakframeplace;
|
||
|
j = 0;
|
||
|
// if (chainnumpages >= 2)
|
||
|
if (numpages >= 2)
|
||
|
{
|
||
|
for (i = 0; i <= ysiz; i++)
|
||
|
ylookup[i] = j, j += (xdim >> 2);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for (i = 0; i <= ysiz; i++)
|
||
|
ylookup[i] = j, j += xdim;
|
||
|
}
|
||
|
setvlinebpl(ylookup[1]);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
void
|
||
|
JS_ProcessEchoSpot()
|
||
|
{
|
||
|
short i,nexti;
|
||
|
SPRITEp tp;
|
||
|
int j,dist;
|
||
|
PLAYERp pp = Player+screenpeek;
|
||
|
SHORT reverb;
|
||
|
BOOL reverb_set = FALSE;
|
||
|
|
||
|
// Process echo sprites
|
||
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ECHO], i, nexti)
|
||
|
{
|
||
|
dist = 0x7fffffff;
|
||
|
|
||
|
tp = &sprite[i];
|
||
|
|
||
|
j = klabs(tp->x - pp->posx);
|
||
|
j += klabs(tp->y - pp->posy);
|
||
|
if (j < dist)
|
||
|
dist = j;
|
||
|
|
||
|
if (dist <= SP_TAG4(tp)) // tag4 = ang
|
||
|
{
|
||
|
reverb = SP_TAG2(tp);
|
||
|
if (reverb > 200) reverb = 200;
|
||
|
if (reverb < 100) reverb = 100;
|
||
|
|
||
|
COVER_SetReverb(reverb);
|
||
|
reverb_set = TRUE;
|
||
|
}
|
||
|
}
|
||
|
if (!TEST(pp->Flags, PF_DIVING) && !reverb_set && pp->Reverb <= 0)
|
||
|
COVER_SetReverb(0);
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////////
|
||
|
// Draw one mirror, the one closest to player
|
||
|
// Cams and see to teleporters do NOT support room above room!
|
||
|
/////////////////////////////////////////////////////
|
||
|
#define MAXCAMDIST 8000
|
||
|
|
||
|
int camloopcnt = 0; // Timer to cycle through player
|
||
|
// views
|
||
|
short camplayerview = 1; // Don't show yourself!
|
||
|
|
||
|
void
|
||
|
JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, short tpang, int tphoriz)
|
||
|
{
|
||
|
int j, dx, dy, top, bot, cnt;
|
||
|
int x1, y1, x2, y2, ox1, oy1, ox2, oy2, dist, maxdist;
|
||
|
int tposx, tposy, thoriz;
|
||
|
int tcx, tcy, tcz; // Camera
|
||
|
int tiltlock, *longptr;
|
||
|
short tang;
|
||
|
char ch, *ptr, *ptr2, *ptr3, *ptr4;
|
||
|
char tvisibility, palok;
|
||
|
|
||
|
// long tx, ty, tz, tpang; // Interpolate so mirror doesn't
|
||
|
// drift!
|
||
|
BOOL bIsWallMirror = FALSE;
|
||
|
|
||
|
MirrorMoveSkip16 = (MirrorMoveSkip16 + 1) & 15;
|
||
|
|
||
|
camloopcnt += (totalclock - ototalclock);
|
||
|
if (camloopcnt > (60 * 5)) // 5 seconds per player view
|
||
|
{
|
||
|
camloopcnt = 0;
|
||
|
camplayerview++;
|
||
|
if (camplayerview >= numplayers)
|
||
|
camplayerview = 1;
|
||
|
}
|
||
|
|
||
|
// WARNING! Assuming (MIRRORLABEL&31) = 0 and MAXMIRRORS = 64 <-- JBF: wrong
|
||
|
longptr = (int *)&gotpic[MIRRORLABEL >> 3];
|
||
|
if (longptr && (longptr[0] || longptr[1]))
|
||
|
{
|
||
|
for (cnt = MAXMIRRORS - 1; cnt >= 0; cnt--)
|
||
|
//if (TEST_GOTPIC(cnt + MIRRORLABEL) || TEST_GOTPIC(cnt + CAMSPRITE))
|
||
|
if (TEST_GOTPIC(cnt + MIRRORLABEL) || TEST_GOTPIC(mirror[cnt].campic))
|
||
|
{
|
||
|
bIsWallMirror = FALSE;
|
||
|
if (TEST_GOTPIC(cnt + MIRRORLABEL))
|
||
|
{
|
||
|
bIsWallMirror = TRUE;
|
||
|
RESET_GOTPIC(cnt + MIRRORLABEL);
|
||
|
}
|
||
|
//else if (TEST_GOTPIC(cnt + CAMSPRITE))
|
||
|
else if (TEST_GOTPIC(mirror[cnt].campic))
|
||
|
{
|
||
|
//RESET_GOTPIC(cnt + CAMSPRITE);
|
||
|
RESET_GOTPIC(mirror[cnt].campic);
|
||
|
}
|
||
|
|
||
|
mirrorinview = TRUE;
|
||
|
|
||
|
// tx = pp->oposx + mulscale(pp->posx - pp->oposx, smoothratio, 16);
|
||
|
// ty = pp->oposy + mulscale(pp->posy - pp->oposy, smoothratio, 16);
|
||
|
// tz = pp->oposz + mulscale(pp->posz - pp->oposz, smoothratio, 16);
|
||
|
// tpang = pp->oang + mulscale(((pp->pang + 1024 - pp->oang) & 2047) - 1024, smoothratio, 16);
|
||
|
|
||
|
|
||
|
dist = 0x7fffffff;
|
||
|
|
||
|
if (bIsWallMirror)
|
||
|
{
|
||
|
j = klabs(wall[mirror[cnt].mirrorwall].x - tx);
|
||
|
j += klabs(wall[mirror[cnt].mirrorwall].y - ty);
|
||
|
if (j < dist)
|
||
|
dist = j;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SPRITEp tp;
|
||
|
|
||
|
tp = &sprite[mirror[cnt].camsprite];
|
||
|
|
||
|
j = klabs(tp->x - tx);
|
||
|
j += klabs(tp->y - ty);
|
||
|
if (j < dist)
|
||
|
dist = j;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// //DSPRINTF(ds,"mirror.tics == %ul", mirror[i].tics);
|
||
|
// MONO_PRINT(ds);
|
||
|
|
||
|
|
||
|
if (mirror[cnt].ismagic)
|
||
|
{
|
||
|
SPRITEp sp=NULL;
|
||
|
int camhoriz;
|
||
|
short wall_ang, w, nw, da, tda;
|
||
|
int dx, dy, dz, tdx, tdy, tdz, midx, midy;
|
||
|
|
||
|
|
||
|
ASSERT(mirror[cnt].camera != -1);
|
||
|
|
||
|
sp = &sprite[mirror[cnt].camera];
|
||
|
|
||
|
ASSERT(sp);
|
||
|
|
||
|
// tvisibility = visibility;
|
||
|
// visibility <<= 1; // Make mirror darker
|
||
|
|
||
|
// Make TV cam style mirror seem to shimmer
|
||
|
// if (mirror[cnt].ismagic && STD_RANDOM_P2(256) > 128)
|
||
|
// visibility -= STD_RANDOM_P2(128);
|
||
|
|
||
|
// Calculate the angle of the mirror wall
|
||
|
w = mirror[cnt].mirrorwall;
|
||
|
nw = wall[w].point2;
|
||
|
|
||
|
// Get wall midpoint for offset in mirror view
|
||
|
midx = (wall[w].x + wall[wall[w].point2].x) / 2;
|
||
|
midy = (wall[w].y + wall[wall[w].point2].y) / 2;
|
||
|
|
||
|
// Finish finding offsets
|
||
|
tdx = klabs(midx - tx);
|
||
|
tdy = klabs(midy - ty);
|
||
|
|
||
|
if (midx >= tx)
|
||
|
dx = sp->x - tdx;
|
||
|
else
|
||
|
dx = sp->x + tdx;
|
||
|
|
||
|
if (midy >= ty)
|
||
|
dy = sp->y - tdy;
|
||
|
else
|
||
|
dy = sp->y + tdy;
|
||
|
|
||
|
tdz = klabs(tz - sp->z);
|
||
|
if (tz >= sp->z)
|
||
|
dz = sp->z + tdz;
|
||
|
else
|
||
|
dz = sp->z - tdz;
|
||
|
|
||
|
|
||
|
// Is it a TV cam or a teleporter that shows destination?
|
||
|
// TRUE = It's a TV cam
|
||
|
mirror[cnt].mstate = m_normal;
|
||
|
if (TEST_BOOL1(sp))
|
||
|
mirror[cnt].mstate = m_viewon;
|
||
|
|
||
|
// Show teleport destination
|
||
|
// NOTE: Adding MAXSECTORS lets you draw a room, even if
|
||
|
// you are outside of it!
|
||
|
if (!mirror[cnt].mstate == m_viewon)
|
||
|
{
|
||
|
tilesizx[MIRROR] = tilesizy[MIRROR] = 0;
|
||
|
// Set TV camera sprite size to 0 to show mirror
|
||
|
// behind in this case!
|
||
|
|
||
|
if (mirror[cnt].campic != -1)
|
||
|
tilesizx[mirror[cnt].campic] = tilesizy[mirror[cnt].campic] = 0;
|
||
|
drawrooms(dx, dy, dz, tpang, tphoriz, sp->sectnum + MAXSECTORS);
|
||
|
analyzesprites(dx, dy, dz, FALSE);
|
||
|
drawmasks();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
BOOL DoCam = FALSE;
|
||
|
|
||
|
if (mirror[cnt].campic == -1)
|
||
|
{
|
||
|
TerminateGame();
|
||
|
printf("Missing campic for mirror %d\n",cnt);
|
||
|
printf("Map Coordinates: x = %d, y = %d\n",midx,midy);
|
||
|
exit(0);
|
||
|
}
|
||
|
|
||
|
// BOOL2 = Oscilate camera
|
||
|
if (TEST_BOOL2(sp) && MoveSkip2 == 0)
|
||
|
{
|
||
|
if (TEST_BOOL3(sp)) // If true add increment to
|
||
|
// angle else subtract
|
||
|
{
|
||
|
// Store current angle in TAG5
|
||
|
SP_TAG5(sp) = NORM_ANGLE((SP_TAG5(sp) + 4));
|
||
|
|
||
|
// TAG6 = Turn radius
|
||
|
if (klabs(GetDeltaAngle(SP_TAG5(sp), sp->ang)) >= SP_TAG6(sp))
|
||
|
{
|
||
|
RESET_BOOL3(sp); // Reverse turn
|
||
|
// direction.
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Store current angle in TAG5
|
||
|
SP_TAG5(sp) = NORM_ANGLE((SP_TAG5(sp) - 4));
|
||
|
|
||
|
// TAG6 = Turn radius
|
||
|
if (klabs(GetDeltaAngle(SP_TAG5(sp), sp->ang)) >= SP_TAG6(sp))
|
||
|
{
|
||
|
SET_BOOL3(sp); // Reverse turn
|
||
|
// direction.
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (!TEST_BOOL2(sp))
|
||
|
{
|
||
|
SP_TAG5(sp) = sp->ang; // Copy sprite angle to
|
||
|
// tag5
|
||
|
}
|
||
|
|
||
|
// See if there is a horizon value. 0 defaults to
|
||
|
// 100!
|
||
|
if (SP_TAG7(sp) != 0)
|
||
|
{
|
||
|
camhoriz = SP_TAG7(sp);
|
||
|
if (camhoriz > PLAYER_HORIZ_MAX)
|
||
|
camhoriz = PLAYER_HORIZ_MAX;
|
||
|
else if (camhoriz < PLAYER_HORIZ_MIN)
|
||
|
camhoriz = PLAYER_HORIZ_MIN;
|
||
|
}
|
||
|
else
|
||
|
camhoriz = 100; // Default
|
||
|
|
||
|
// If player is dead still then update at MoveSkip4
|
||
|
// rate.
|
||
|
if (pp->posx == pp->oposx && pp->posy == pp->oposy && pp->posz == pp->oposz)
|
||
|
DoCam = TRUE;
|
||
|
|
||
|
|
||
|
// Set up the tile for drawing
|
||
|
tilesizx[mirror[cnt].campic] = tilesizy[mirror[cnt].campic] = 128;
|
||
|
|
||
|
if (MirrorMoveSkip16 == 0 || (DoCam && (MoveSkip4 == 0)))
|
||
|
{
|
||
|
if (dist < MAXCAMDIST)
|
||
|
{
|
||
|
PLAYERp cp = Player + camplayerview;
|
||
|
|
||
|
if (TEST_BOOL11(sp) && numplayers > 1)
|
||
|
{
|
||
|
drawroomstotile(cp->posx, cp->posy, cp->posz, cp->pang, cp->horiz, cp->cursectnum, mirror[cnt].campic);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
drawroomstotile(sp->x, sp->y, sp->z, SP_TAG5(sp), camhoriz, sp->sectnum, mirror[cnt].campic);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// It's just a mirror
|
||
|
// Prepare drawrooms for drawing mirror and calculate
|
||
|
// reflected
|
||
|
// position into tposx, tposy, and tang (tposz == cposz)
|
||
|
// Must call preparemirror before drawrooms and
|
||
|
// completemirror after drawrooms
|
||
|
|
||
|
preparemirror(tx, ty, tz, tpang, tphoriz,
|
||
|
mirror[cnt].mirrorwall, mirror[cnt].mirrorsector, &tposx, &tposy, &tang);
|
||
|
|
||
|
drawrooms(tposx, tposy, tz, tang, tphoriz, mirror[cnt].mirrorsector + MAXSECTORS);
|
||
|
|
||
|
analyzesprites(tposx, tposy, tz, TRUE);
|
||
|
drawmasks();
|
||
|
|
||
|
completemirror(); // Reverse screen x-wise in this
|
||
|
// function
|
||
|
}
|
||
|
|
||
|
|
||
|
// visibility = tvisibility;
|
||
|
// visibility = NormalVisibility;
|
||
|
|
||
|
// drawrooms(tx, ty, tz, tpang, tphoriz, pp->cursectnum);
|
||
|
// Clean up anything that the camera view might have done
|
||
|
SetFragBar(pp);
|
||
|
tilesizx[MIRROR] = tilesizy[MIRROR] = 0;
|
||
|
wall[mirror[cnt].mirrorwall].overpicnum = MIRRORLABEL + cnt;
|
||
|
}
|
||
|
else
|
||
|
mirrorinview = FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void
|
||
|
DoAutoSize(SPRITEp tspr)
|
||
|
{
|
||
|
short i;
|
||
|
|
||
|
if (!bAutoSize)
|
||
|
return;
|
||
|
|
||
|
switch (tspr->picnum)
|
||
|
{
|
||
|
case ICON_STAR: // 1793
|
||
|
break;
|
||
|
case ICON_UZI: // 1797
|
||
|
tspr->xrepeat = 43;
|
||
|
tspr->yrepeat = 40;
|
||
|
break;
|
||
|
case ICON_UZIFLOOR: // 1807
|
||
|
tspr->xrepeat = 43;
|
||
|
tspr->yrepeat = 40;
|
||
|
break;
|
||
|
case ICON_LG_UZI_AMMO: // 1799
|
||
|
break;
|
||
|
case ICON_HEART: // 1824
|
||
|
break;
|
||
|
case ICON_HEART_LG_AMMO: // 1820
|
||
|
break;
|
||
|
case ICON_GUARD_HEAD: // 1814
|
||
|
break;
|
||
|
case ICON_FIREBALL_LG_AMMO: // 3035
|
||
|
break;
|
||
|
case ICON_ROCKET: // 1843
|
||
|
break;
|
||
|
case ICON_SHOTGUN: // 1794
|
||
|
tspr->xrepeat = 57;
|
||
|
tspr->yrepeat = 58;
|
||
|
break;
|
||
|
case ICON_LG_ROCKET: // 1796
|
||
|
break;
|
||
|
case ICON_LG_SHOTSHELL: // 1823
|
||
|
break;
|
||
|
case ICON_MICRO_GUN: // 1818
|
||
|
break;
|
||
|
case ICON_MICRO_BATTERY: // 1800
|
||
|
break;
|
||
|
case ICON_GRENADE_LAUNCHER: // 1817
|
||
|
tspr->xrepeat = 54;
|
||
|
tspr->yrepeat = 52;
|
||
|
break;
|
||
|
case ICON_LG_GRENADE: // 1831
|
||
|
break;
|
||
|
case ICON_LG_MINE: // 1842
|
||
|
break;
|
||
|
case ICON_RAIL_GUN: // 1811
|
||
|
tspr->xrepeat = 50;
|
||
|
tspr->yrepeat = 54;
|
||
|
break;
|
||
|
case ICON_RAIL_AMMO: // 1812
|
||
|
break;
|
||
|
case ICON_SM_MEDKIT: // 1802
|
||
|
break;
|
||
|
case ICON_MEDKIT: // 1803
|
||
|
break;
|
||
|
case ICON_CHEMBOMB:
|
||
|
tspr->xrepeat = 64;
|
||
|
tspr->yrepeat = 47;
|
||
|
break;
|
||
|
case ICON_FLASHBOMB:
|
||
|
tspr->xrepeat = 32;
|
||
|
tspr->yrepeat = 34;
|
||
|
break;
|
||
|
case ICON_NUKE:
|
||
|
break;
|
||
|
case ICON_CALTROPS:
|
||
|
tspr->xrepeat = 37;
|
||
|
tspr->yrepeat = 30;
|
||
|
break;
|
||
|
case ICON_BOOSTER: // 1810
|
||
|
tspr->xrepeat = 30;
|
||
|
tspr->yrepeat = 38;
|
||
|
break;
|
||
|
case ICON_HEAT_CARD: // 1819
|
||
|
tspr->xrepeat = 46;
|
||
|
tspr->yrepeat = 47;
|
||
|
break;
|
||
|
case ICON_REPAIR_KIT: // 1813
|
||
|
break;
|
||
|
case ICON_EXPLOSIVE_BOX: // 1801
|
||
|
break;
|
||
|
case ICON_ENVIRON_SUIT: // 1837
|
||
|
break;
|
||
|
case ICON_FLY: // 1782
|
||
|
break;
|
||
|
case ICON_CLOAK: // 1826
|
||
|
break;
|
||
|
case ICON_NIGHT_VISION: // 3031
|
||
|
tspr->xrepeat = 59;
|
||
|
tspr->yrepeat = 71;
|
||
|
break;
|
||
|
case ICON_NAPALM: // 3046
|
||
|
break;
|
||
|
case ICON_RING: // 3050
|
||
|
break;
|
||
|
case ICON_RINGAMMO: // 3054
|
||
|
break;
|
||
|
case ICON_NAPALMAMMO: // 3058
|
||
|
break;
|
||
|
case ICON_GRENADE: // 3059
|
||
|
break;
|
||
|
case ICON_ARMOR: // 3030
|
||
|
tspr->xrepeat = 82;
|
||
|
tspr->yrepeat = 84;
|
||
|
break;
|
||
|
case BLUE_KEY: // 1766
|
||
|
break;
|
||
|
case RED_KEY: // 1770
|
||
|
break;
|
||
|
case GREEN_KEY: // 1774
|
||
|
break;
|
||
|
case YELLOW_KEY: // 1778
|
||
|
break;
|
||
|
case BLUE_CARD:
|
||
|
case RED_CARD:
|
||
|
case GREEN_CARD:
|
||
|
case YELLOW_CARD:
|
||
|
tspr->xrepeat = 36;
|
||
|
tspr->yrepeat = 33;
|
||
|
break;
|
||
|
case GOLD_SKELKEY:
|
||
|
case SILVER_SKELKEY:
|
||
|
case BRONZE_SKELKEY:
|
||
|
case RED_SKELKEY:
|
||
|
tspr->xrepeat = 39;
|
||
|
tspr->yrepeat = 45;
|
||
|
break;
|
||
|
case SKEL_LOCKED:
|
||
|
case SKEL_UNLOCKED:
|
||
|
tspr->xrepeat = 47;
|
||
|
tspr->yrepeat = 40;
|
||
|
break;
|
||
|
case RAMCARD_LOCKED:
|
||
|
case RAMCARD_UNLOCKED:
|
||
|
case CARD_LOCKED:
|
||
|
case CARD_UNLOCKED:
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Rotation angles for sprites
|
||
|
short rotang = 0;
|
||
|
|
||
|
void
|
||
|
JAnalyzeSprites(SPRITEp tspr)
|
||
|
{
|
||
|
int i, currsprite;
|
||
|
|
||
|
rotang += 4;
|
||
|
if (rotang > 2047)
|
||
|
rotang = 0;
|
||
|
|
||
|
|
||
|
// Take care of autosizing
|
||
|
DoAutoSize(tspr);
|
||
|
|
||
|
if (getrendermode() == 3 && md_tilehasmodel(tspr->picnum) >= 0 && usemodels) return;
|
||
|
|
||
|
// Check for voxels
|
||
|
//if (bVoxelsOn)
|
||
|
if (gs.Voxels)
|
||
|
{
|
||
|
if (aVoxelArray[tspr->picnum].Voxel >= 0)
|
||
|
{
|
||
|
// Turn on voxels
|
||
|
tspr->picnum = aVoxelArray[tspr->picnum].Voxel; // Get the voxel number
|
||
|
tspr->cstat |= 48; // Set stat to voxelize sprite
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
switch (tspr->picnum)
|
||
|
{
|
||
|
case 764: // Gun barrel
|
||
|
|
||
|
if (aVoxelArray[tspr->picnum].Voxel >= 0)
|
||
|
{
|
||
|
// Turn on voxels
|
||
|
tspr->picnum = aVoxelArray[tspr->picnum].Voxel; // Get the voxel number
|
||
|
tspr->cstat |= 48; // Set stat to voxelize sprite
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
// Parental Lockout Stuff
|
||
|
//////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
OrgTileList orgwalllist; // The list containing orginal wall
|
||
|
// pics
|
||
|
OrgTileList orgwalloverlist; // The list containing orginal wall
|
||
|
// over pics
|
||
|
OrgTileList orgsectorceilinglist; // The list containing orginal sector
|
||
|
// ceiling pics
|
||
|
OrgTileList orgsectorfloorlist; // The list containing orginal sector
|
||
|
// floor pics
|
||
|
|
||
|
void
|
||
|
InsertOrgTile(OrgTileP tp, OrgTileListP thelist)
|
||
|
{
|
||
|
OrgTileP cur, nxt;
|
||
|
|
||
|
ASSERT(tp);
|
||
|
ASSERT(ValidPtr(tp));
|
||
|
|
||
|
// if list is empty, insert at front
|
||
|
if (EMPTY(thelist))
|
||
|
{
|
||
|
INSERT(thelist, tp);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Otherwise insert it at end
|
||
|
INSERT_TAIL(thelist, tp);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
OrgTileP
|
||
|
InitOrgTile(OrgTileListP thelist)
|
||
|
{
|
||
|
int i;
|
||
|
OrgTileP tp;
|
||
|
|
||
|
|
||
|
tp = CallocMem(sizeof(OrgTile), 1);
|
||
|
|
||
|
ASSERT(tp);
|
||
|
|
||
|
InsertOrgTile(tp, thelist);
|
||
|
|
||
|
return tp;
|
||
|
}
|
||
|
|
||
|
VOID
|
||
|
KillOrgTile(OrgTileP tp)
|
||
|
{
|
||
|
ASSERT(tp);
|
||
|
ASSERT(ValidPtr(tp));
|
||
|
|
||
|
DELETE(tp);
|
||
|
|
||
|
FreeMem(tp);
|
||
|
}
|
||
|
|
||
|
OrgTileP
|
||
|
FindOrgTile(short index, OrgTileListP thelist)
|
||
|
{
|
||
|
OrgTileP tp, next_tp;
|
||
|
|
||
|
if (EMPTY(thelist))
|
||
|
return NULL;
|
||
|
|
||
|
TRAVERSE(thelist, tp, next_tp)
|
||
|
{
|
||
|
if (tp->index == index)
|
||
|
return tp;
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
// Call this at terminate game time
|
||
|
VOID
|
||
|
JS_UnInitLockouts(void)
|
||
|
{
|
||
|
OrgTileP tp=NULL, next_tp=NULL;
|
||
|
|
||
|
|
||
|
TRAVERSE(&orgwalllist, tp, next_tp)
|
||
|
{
|
||
|
KillOrgTile(tp);
|
||
|
}
|
||
|
TRAVERSE(&orgwalloverlist, tp, next_tp)
|
||
|
{
|
||
|
KillOrgTile(tp);
|
||
|
}
|
||
|
TRAVERSE(&orgsectorceilinglist, tp, next_tp)
|
||
|
{
|
||
|
KillOrgTile(tp);
|
||
|
}
|
||
|
TRAVERSE(&orgsectorfloorlist, tp, next_tp)
|
||
|
{
|
||
|
KillOrgTile(tp);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////////
|
||
|
// Initialize the original tiles list
|
||
|
// Creates a list of all orginal tiles and their
|
||
|
// replacements. Several tiles can use the same
|
||
|
// replacement tilenum, so the list is built
|
||
|
// using the original tilenums as a basis for
|
||
|
// memory allocation
|
||
|
// t == 1 - wall
|
||
|
// t == 2 - overpicnum
|
||
|
// t == 3 - ceiling
|
||
|
// t == 4 - floor
|
||
|
/////////////////////////////////////////////////////
|
||
|
void
|
||
|
JS_PlockError(short wall_num, short t)
|
||
|
{
|
||
|
TerminateGame();
|
||
|
printf("ERROR: JS_InitLockouts(), out of range tile number\n");
|
||
|
switch (t)
|
||
|
{
|
||
|
case 1:
|
||
|
printf("wall %d, x %d, y %d, pic %d\n", wall_num, wall[wall_num].x, wall[wall_num].y, wall[wall_num].picnum);
|
||
|
break;
|
||
|
case 2:
|
||
|
printf("wall %d, x %d, y %d, OVERpic %d\n", wall_num, wall[wall_num].x, wall[wall_num].y, wall[wall_num].overpicnum);
|
||
|
break;
|
||
|
case 3:
|
||
|
printf("sector %d, ceiling %d\n", wall_num, sector[wall_num].ceilingpicnum);
|
||
|
break;
|
||
|
case 4:
|
||
|
printf("sector %d, floor %d\n", wall_num, sector[wall_num].floorpicnum);
|
||
|
break;
|
||
|
}
|
||
|
exit(0);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
JS_InitLockouts(void)
|
||
|
{
|
||
|
SPRITEp sp;
|
||
|
short i, num;
|
||
|
OrgTileP tp;
|
||
|
|
||
|
INITLIST(&orgwalllist); // The list containing orginal wall
|
||
|
// pics
|
||
|
INITLIST(&orgwalloverlist); // The list containing orginal wall
|
||
|
// over pics
|
||
|
INITLIST(&orgsectorceilinglist); // The list containing orginal sector
|
||
|
// ceiling pics
|
||
|
INITLIST(&orgsectorfloorlist); // The list containing orginal sector
|
||
|
// floor pics
|
||
|
|
||
|
// Check all walls
|
||
|
for (i = 0; i < numwalls; i++)
|
||
|
{
|
||
|
short picnum;
|
||
|
|
||
|
picnum = wall[i].picnum;
|
||
|
if (aVoxelArray[picnum].Parental >= INVISTILE)
|
||
|
JS_PlockError(i,1);
|
||
|
|
||
|
if (aVoxelArray[picnum].Parental >= 0)
|
||
|
{
|
||
|
if ((tp = FindOrgTile(i, &orgwalllist)) == NULL)
|
||
|
tp = InitOrgTile(&orgwalllist);
|
||
|
tp->index = i;
|
||
|
tp->orgpicnum = wall[i].picnum;
|
||
|
}
|
||
|
|
||
|
picnum = wall[i].overpicnum;
|
||
|
if (aVoxelArray[picnum].Parental >= INVISTILE)
|
||
|
JS_PlockError(i,2);
|
||
|
|
||
|
if (aVoxelArray[picnum].Parental >= 0)
|
||
|
{
|
||
|
if ((tp = FindOrgTile(i, &orgwalloverlist)) == NULL)
|
||
|
tp = InitOrgTile(&orgwalloverlist);
|
||
|
tp->index = i;
|
||
|
tp->orgpicnum = wall[i].overpicnum;
|
||
|
}
|
||
|
}
|
||
|
// Check all ceilings and floors
|
||
|
for (i = 0; i < numsectors; i++)
|
||
|
{
|
||
|
short picnum;
|
||
|
|
||
|
picnum = sector[i].ceilingpicnum;
|
||
|
if (aVoxelArray[picnum].Parental >= INVISTILE)
|
||
|
JS_PlockError(i,3);
|
||
|
|
||
|
if (aVoxelArray[picnum].Parental >= 0)
|
||
|
{
|
||
|
if ((tp = FindOrgTile(i, &orgsectorceilinglist)) == NULL)
|
||
|
tp = InitOrgTile(&orgsectorceilinglist);
|
||
|
tp->index = i;
|
||
|
tp->orgpicnum = sector[i].ceilingpicnum;
|
||
|
}
|
||
|
|
||
|
picnum = sector[i].floorpicnum;
|
||
|
if (aVoxelArray[picnum].Parental >= INVISTILE)
|
||
|
JS_PlockError(i,2);
|
||
|
|
||
|
if (aVoxelArray[picnum].Parental >= 0)
|
||
|
{
|
||
|
if ((tp = FindOrgTile(i, &orgsectorfloorlist)) == NULL)
|
||
|
tp = InitOrgTile(&orgsectorfloorlist);
|
||
|
tp->index = i;
|
||
|
tp->orgpicnum = sector[i].floorpicnum;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////////
|
||
|
// Switch back and forth between locked out stuff
|
||
|
/////////////////////////////////////////////////////
|
||
|
void
|
||
|
JS_ToggleLockouts(void)
|
||
|
{
|
||
|
SPRITEp sp;
|
||
|
short i, num;
|
||
|
OrgTileP tp;
|
||
|
|
||
|
|
||
|
// Check all walls
|
||
|
for (i = 0; i < numwalls; i++)
|
||
|
{
|
||
|
short picnum;
|
||
|
|
||
|
if (gs.ParentalLock)
|
||
|
{
|
||
|
picnum = wall[i].picnum;
|
||
|
ASSERT(aVoxelArray[picnum].Parental < INVISTILE); // Invalid, walls can't
|
||
|
// be invisible
|
||
|
if (aVoxelArray[picnum].Parental >= 0)
|
||
|
{
|
||
|
wall[i].picnum = aVoxelArray[picnum].Parental;
|
||
|
}
|
||
|
}
|
||
|
else if ((tp = FindOrgTile(i, &orgwalllist)) != NULL)
|
||
|
wall[i].picnum = tp->orgpicnum; // Restore them
|
||
|
|
||
|
|
||
|
if (gs.ParentalLock)
|
||
|
{
|
||
|
picnum = wall[i].overpicnum;
|
||
|
ASSERT(aVoxelArray[picnum].Parental < INVISTILE); // Invalid, walls can't
|
||
|
// be invisible
|
||
|
if (aVoxelArray[picnum].Parental >= 0)
|
||
|
{
|
||
|
wall[i].overpicnum = aVoxelArray[picnum].Parental;
|
||
|
}
|
||
|
}
|
||
|
else if ((tp = FindOrgTile(i, &orgwalloverlist)) != NULL)
|
||
|
wall[i].overpicnum = tp->orgpicnum; // Restore them
|
||
|
}
|
||
|
|
||
|
// Check all sectors
|
||
|
for (i = 0; i < numsectors; i++)
|
||
|
{
|
||
|
short picnum;
|
||
|
|
||
|
if (gs.ParentalLock)
|
||
|
{
|
||
|
picnum = sector[i].ceilingpicnum;
|
||
|
ASSERT(aVoxelArray[picnum].Parental < INVISTILE); // Invalid, walls can't
|
||
|
// be invisible
|
||
|
if (aVoxelArray[picnum].Parental >= 0)
|
||
|
{
|
||
|
sector[i].ceilingpicnum = aVoxelArray[picnum].Parental;
|
||
|
}
|
||
|
}
|
||
|
else if ((tp = FindOrgTile(i, &orgsectorceilinglist)) != NULL)
|
||
|
sector[i].ceilingpicnum = tp->orgpicnum; // Restore them
|
||
|
|
||
|
|
||
|
if (gs.ParentalLock)
|
||
|
{
|
||
|
picnum = sector[i].floorpicnum;
|
||
|
ASSERT(aVoxelArray[picnum].Parental < INVISTILE); // Invalid, walls can't
|
||
|
// be invisible
|
||
|
if (aVoxelArray[picnum].Parental >= 0)
|
||
|
{
|
||
|
sector[i].floorpicnum = aVoxelArray[picnum].Parental;
|
||
|
}
|
||
|
}
|
||
|
else if ((tp = FindOrgTile(i, &orgsectorfloorlist)) != NULL)
|
||
|
sector[i].floorpicnum = tp->orgpicnum; // Restore them
|
||
|
}
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
void
|
||
|
UnlockKeyLock(short key_num, short hitsprite)
|
||
|
{
|
||
|
SPRITEp sp;
|
||
|
int SpriteNum = 0, NextSprite = 0, color = 0;
|
||
|
|
||
|
// Get palette by looking at key number
|
||
|
switch (key_num - 1)
|
||
|
{
|
||
|
case 0: // RED_KEY
|
||
|
color = PALETTE_PLAYER9;
|
||
|
break;
|
||
|
case 1: // BLUE_KEY
|
||
|
color = PALETTE_PLAYER7;
|
||
|
break;
|
||
|
case 2: // GREEN_KEY
|
||
|
color = PALETTE_PLAYER6;
|
||
|
break;
|
||
|
case 3: // YELLOW_KEY
|
||
|
color = PALETTE_PLAYER4;
|
||
|
break;
|
||
|
case 4: // SILVER_SKELKEY
|
||
|
color = PALETTE_PLAYER4;
|
||
|
break;
|
||
|
case 5: // GOLD_SKELKEY
|
||
|
color = PALETTE_PLAYER1;
|
||
|
break;
|
||
|
case 6: // BRONZE_SKELKEY
|
||
|
color = PALETTE_PLAYER8;
|
||
|
break;
|
||
|
case 7: // RED_SKELKEY
|
||
|
color = PALETTE_PLAYER9;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
TRAVERSE_SPRITE_STAT(headspritestat[0], SpriteNum, NextSprite)
|
||
|
{
|
||
|
sp = &sprite[SpriteNum];
|
||
|
|
||
|
switch (sp->picnum)
|
||
|
{
|
||
|
case SKEL_LOCKED:
|
||
|
if (sp->pal == color)
|
||
|
{
|
||
|
PlaySound(DIGI_UNLOCK, &sp->x, &sp->y, &sp->z, v3df_doppler | v3df_dontpan);
|
||
|
if (SpriteNum == hitsprite)
|
||
|
sp->picnum = SKEL_UNLOCKED;
|
||
|
}
|
||
|
break;
|
||
|
case RAMCARD_LOCKED:
|
||
|
if (sp->pal == color)
|
||
|
{
|
||
|
PlaySound(DIGI_CARDUNLOCK, &sp->x, &sp->y, &sp->z, v3df_doppler | v3df_dontpan);
|
||
|
sp->picnum = RAMCARD_UNLOCKED;
|
||
|
}
|
||
|
break;
|
||
|
case CARD_LOCKED:
|
||
|
if (sp->pal == color)
|
||
|
{
|
||
|
PlaySound(DIGI_RAMUNLOCK, &sp->x, &sp->y, &sp->z, v3df_doppler | v3df_dontpan);
|
||
|
if (SpriteNum == hitsprite)
|
||
|
sp->picnum = CARD_UNLOCKED;
|
||
|
else
|
||
|
sp->picnum = CARD_UNLOCKED+1;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|