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- ror.cpp
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source/games/duke/src/ror.cpp
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source/games/duke/src/ror.cpp
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "duke3d.h"
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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// Floor Over Floor
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// If standing in sector with SE42
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// then draw viewing to SE41 and raise all =hi SE43 cielings.
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// If standing in sector with SE43
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// then draw viewing to SE40 and lower all =hi SE42 floors.
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// If standing in sector with SE44
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// then draw viewing to SE40.
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// If standing in sector with SE45
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// then draw viewing to SE41.
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//
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//---------------------------------------------------------------------------
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#define FOFTILE 13
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#define FOFTILEX 32
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#define FOFTILEY 32
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static int tempsectorz[MAXSECTORS];
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static int tempsectorpicnum[MAXSECTORS];
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//short tempcursectnum;
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void SE40_Draw(int spnum, int x, int y, int z, int a, int h, int smoothratio)
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{
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int i = 0, j = 0, k = 0;
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int floor1 = 0, floor2 = 0, ok = 0, fofmode = 0;
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int offx, offy;
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if (sprite[spnum].ang != 512) return;
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i = FOFTILE; //Effect TILE
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if (!(gotpic[i >> 3] & (1 << (i & 7)))) return;
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gotpic[i >> 3] &= ~(1 << (i & 7));
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floor1 = spnum;
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if (sprite[spnum].lotag == 42) fofmode = 40;
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if (sprite[spnum].lotag == 43) fofmode = 41;
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if (sprite[spnum].lotag == 44) fofmode = 40;
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if (sprite[spnum].lotag == 45) fofmode = 41;
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// fofmode=sprite[spnum].lotag-2;
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// sectnum=sprite[j].sectnum;
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// sectnum=cursectnum;
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ok++;
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/* recursive?
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for(j=0;j<MAXSPRITES;j++)
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{
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if(
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sprite[j].sectnum==sectnum &&
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sprite[j].picnum==1 &&
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sprite[j].lotag==110
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) { DrawFloorOverFloor(j); break;}
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}
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*/
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// if(ok==0) { Message("no fof",RED); return; }
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for (j = 0; j < MAXSPRITES; j++)
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{
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if (
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sprite[j].picnum == 1 &&
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sprite[j].lotag == fofmode &&
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sprite[j].hitag == sprite[floor1].hitag
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) {
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floor1 = j; fofmode = sprite[j].lotag; ok++; break;
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}
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}
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// if(ok==1) { Message("no floor1",RED); return; }
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if (fofmode == 40) k = 41; else k = 40;
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for (j = 0; j < MAXSPRITES; j++)
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{
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if (
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sprite[j].picnum == 1 &&
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sprite[j].lotag == k &&
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sprite[j].hitag == sprite[floor1].hitag
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) {
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floor2 = j; ok++; break;
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}
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}
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// if(ok==2) { Message("no floor2",RED); return; }
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for (j = 0; j < MAXSPRITES; j++) // raise ceiling or floor
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{
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if (sprite[j].picnum == 1 &&
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sprite[j].lotag == k + 2 &&
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sprite[j].hitag == sprite[floor1].hitag
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)
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{
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if (k == 40)
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{
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tempsectorz[sprite[j].sectnum] = sector[sprite[j].sectnum].floorz;
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sector[sprite[j].sectnum].floorz += (((z - sector[sprite[j].sectnum].floorz) / 32768) + 1) * 32768;
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tempsectorpicnum[sprite[j].sectnum] = sector[sprite[j].sectnum].floorpicnum;
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sector[sprite[j].sectnum].floorpicnum = 13;
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}
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if (k == 41)
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{
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tempsectorz[sprite[j].sectnum] = sector[sprite[j].sectnum].ceilingz;
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sector[sprite[j].sectnum].ceilingz += (((z - sector[sprite[j].sectnum].ceilingz) / 32768) - 1) * 32768;
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tempsectorpicnum[sprite[j].sectnum] = sector[sprite[j].sectnum].ceilingpicnum;
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sector[sprite[j].sectnum].ceilingpicnum = 13;
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}
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}
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}
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i = floor1;
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offx = x - sprite[i].x;
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offy = y - sprite[i].y;
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i = floor2;
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#if 0
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drawrooms(offx + sprite[i].x, offy + sprite[i].y, z, a, h, sprite[i].sectnum);
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#else
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renderDrawRoomsQ16(sprite[i].x + x, sprite[i].y + y, z, a, h, sprite[i].sectnum);
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//drawing_ror = 1 + level;
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//if (drawing_ror == 2) G_OROR_DupeSprites(sp);
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#endif
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fi.animatesprites(x, y, fix16_to_int(a), smoothratio);
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renderDrawMasks();
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for (j = 0; j < MAXSPRITES; j++) // restore ceiling or floor
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{
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if (sprite[j].picnum == 1 &&
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sprite[j].lotag == k + 2 &&
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sprite[j].hitag == sprite[floor1].hitag
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)
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{
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if (k == 40)
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{
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sector[sprite[j].sectnum].floorz = tempsectorz[sprite[j].sectnum];
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sector[sprite[j].sectnum].floorpicnum = tempsectorpicnum[sprite[j].sectnum];
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}
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if (k == 41)
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{
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sector[sprite[j].sectnum].ceilingz = tempsectorz[sprite[j].sectnum];
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sector[sprite[j].sectnum].ceilingpicnum = tempsectorpicnum[sprite[j].sectnum];
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}
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}// end if
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}// end for
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} // end SE40
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void se40code(int x, int y, int z, int a, int h, int smoothratio)
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{
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int i;
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i = headspritestat[STAT_RAROR];
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while (i >= 0)
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{
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switch (sprite[i].lotag)
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{
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// case 40:
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// case 41:
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// SE40_Draw(i,x,y,a,smoothratio);
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// break;
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case 42:
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case 43:
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case 44:
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case 45:
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if (ps[screenpeek].cursectnum == sprite[i].sectnum)
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SE40_Draw(i, x, y, z, a, h, smoothratio);
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break;
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}
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i = nextspritestat[i];
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}
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}
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END_DUKE_NS
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