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- cleaned out the remaining parts of automap handling in Duke and Exhumed.
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parent
df6d480519
commit
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7 changed files with 11 additions and 57 deletions
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@ -56,7 +56,13 @@ void CONFIG_ReadCombatMacros();
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int GameMain();
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int GetAutomapZoom(int gZoom);
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inline void DrawOverheadMap(int x, int y, int ang) {} // transitional helper inline.
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// transitional helper inlines to define the interface before rewriting the code.
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inline void ClearAutomap() {}
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inline void MarkSectorSeen(int sect) {}
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inline void DrawOverheadMap(int x, int y, int ang) {}
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void DrawCrosshair(int deftile, int health, double xdelta, double scale, PalEntry color = 0xffffffff);
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void updatePauseStatus();
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void DeferedStartGame(MapRecord* map, int skill);
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@ -136,8 +136,8 @@ static bool SnakeCheat(cheatseq_t* c)
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static bool SphereCheat(cheatseq_t* c)
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{
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Printf(PRINT_NOTIFY, "%s\n", GStrings("TXT_EX_FULLMAP"));
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GrabMap();
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bShowTowers = true;
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gFullMap = !gFullMap; // only set the cheat flag so it can be toggled.
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bShowTowers = gFullMap;
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return true;
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}
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@ -105,9 +105,7 @@ extern short nPalDiff;
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// map
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extern short bShowTowers;
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extern int ldMapZoom;
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void InitMap();
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void GrabMap();
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void UpdateMap();
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void DrawMap();
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@ -102,7 +102,7 @@ uint8_t LoadLevel(int nMap)
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InitSnakes();
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InitFishes();
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InitLights();
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InitMap();
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ClearAutomap();
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InitBubbles();
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InitObjects();
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InitLava();
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@ -27,19 +27,6 @@ BEGIN_PS_NS
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short bShowTowers = false;
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int ldMapZoom;
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void MarkSectorSeen(short nSector);
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void InitMap()
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{
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show2dsector.Zero();
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memset(show2dwall, 0, sizeof(show2dwall));
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memset(show2dsprite, 0, sizeof(show2dsprite));
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ldMapZoom = 64;
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}
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void GrabMap()
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{
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@ -48,24 +35,6 @@ void GrabMap()
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}
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}
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void MarkSectorSeen(short nSector)
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{
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if (!show2dsector[nSector])
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{
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show2dsector.Set(nSector);
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short startwall = sector[nSector].wallptr;
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short nWalls = sector[nSector].wallnum;
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short endwall = startwall + nWalls;
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while (startwall <= endwall)
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{
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show2dwall[startwall >> 3] = (1 << (startwall & 7)) | show2dwall[startwall >> 3];
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startwall++;
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}
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}
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}
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void UpdateMap()
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{
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@ -220,11 +220,9 @@ void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
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void drawoverlays(double smoothratio)
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{
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int i, j;
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unsigned char fader = 0, fadeg = 0, fadeb = 0, fadef = 0, tintr = 0, tintg = 0, tintb = 0, tintf = 0, dotint = 0;
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struct player_struct* pp;
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walltype* wal;
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int cposx, cposy, cang;
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pp = &ps[screenpeek];
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@ -247,20 +245,7 @@ void drawoverlays(double smoothratio)
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else
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videoclearFade();
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i = pp->cursectnum;
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if (i >= 0) show2dsector.Set(i);
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wal = &wall[sector[i].wallptr];
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for (j = sector[i].wallnum; j > 0; j--, wal++)
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{
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i = wal->nextsector;
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if (i < 0) continue;
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if (wal->cstat & 0x0071) continue;
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if (wall[wal->nextwall].cstat & 0x0071) continue;
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if (sector[i].lotag == 32767) continue;
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if (sector[i].ceilingz >= sector[i].floorz) continue;
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show2dsector.Set(i);
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}
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MarkSectorSeen(pp->cursectnum);
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if (ud.camerasprite == -1)
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{
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@ -688,10 +688,6 @@ void prelevel_common(int g)
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// RRRA E2L1 fog handling.
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fogactive = 0;
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show2dsector.Zero();
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memset(show2dwall, 0, sizeof(show2dwall));
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memset(show2dsprite, 0, sizeof(show2dsprite));
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resetprestat(0, g);
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numclouds = 0;
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