//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior 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. 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. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- // JSECTOR.C // This is all Jim's programming having to do with sectors. #include "build.h" #include "keys.h" #include "names2.h" #include "jnames.h" #include "panel.h" #include "game.h" #include "tags.h" #include "sector.h" #include "player.h" #include "sprite.h" #include "reserve.h" #include "jsector.h" #include "jtags.h" #include "lists.h" #include "pal.h" #include "parent.h" // V A R I A B L E D E C L A R A T I O N S ////////////////////////////////////////////////////// MIRRORTYPE mirror[MAXMIRRORS]; short mirrorcnt; //, floormirrorcnt; //short floormirrorsector[MAXMIRRORS]; SWBOOL mirrorinview; static char tempbuf[/*max(576, */ MAXXDIM /*)*/]; SWBOOL MirrorMoveSkip16 = 0; // Voxel stuff //SWBOOL bVoxelsOn = TRUE; // Turn voxels on by default SWBOOL bSpinBobVoxels = FALSE; // Do twizzly stuff to voxels, but // not by default SWBOOL bAutoSize = TRUE; // Autosizing on/off //extern int chainnumpages; extern AMB_INFO ambarray[]; extern short NormalVisibility; extern ParentalStruct aVoxelArray[MAXTILES]; // F U N C T I O N S ////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////// // SpawnWallSound ///////////////////////////////////////////////////// void SpawnWallSound(short sndnum, short i) { short SpriteNum; vec3_t mid; SPRITEp sp; int handle; SpriteNum = COVERinsertsprite(0, STAT_DEFAULT); if (SpriteNum < 0) return; sp = &sprite[SpriteNum]; sp->cstat = 0; sp->extra = 0; // Get wall midpoint for offset in mirror view mid.x = (wall[i].x + wall[wall[i].point2].x) / 2; mid.y = (wall[i].y + wall[wall[i].point2].y) / 2; mid.z = (sector[wall[i].nextsector].ceilingz + sector[wall[i].nextsector].floorz) / 2; setspritez(SpriteNum, &mid); sp = &sprite[SpriteNum]; handle = PlaySound(sndnum, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler); if (handle != -1) Set3DSoundOwner(SpriteNum); } short CheckTileSound(short picnum) { short sndnum = -1; switch (picnum) { case 163: // Sizzly Lava case 167: sndnum = DIGI_VOLCANOSTEAM1; break; case 175: // Flowing Lava sndnum = DIGI_ERUPTION; break; case 179: // Bubbly lava sndnum = DIGI_LAVAFLOW1; break; case 300: // Water fall tile sndnum = DIGI_WATERFALL1; break; case 334: // Teleporter Pad sndnum = DIGI_ENGROOM1; break; case 2690: // Jet engine fan sndnum = DIGI_JET; break; case 2672: // X-Ray Machine engine sndnum = DIGI_ENGROOM5; break; case 768: // Electricity // sndnum = DIGI_; break; case 2714: // Pachinko Machine // sndnum = DIGI_; break; case 2782: // Telepad sndnum = DIGI_ENGROOM4; break; case 3382: // Gears sndnum = DIGI_ENGROOM5; break; case 2801: // Computers case 2804: case 2807: case 3352: case 3385: case 3389: case 3393: case 3397: case 3401: case 3405: // sndnum = DIGI_; break; case 3478: // Radar screen // sndnum = DIGI_; break; default: sndnum = -1; break; } return sndnum; } ///////////////////////////////////////////////////// // Initialize any of my special use sprites ///////////////////////////////////////////////////// void JS_SpriteSetup(void) { SPRITEp sp; short SpriteNum = 0, NextSprite, ndx; USERp u; short i, num; int handle; TRAVERSE_SPRITE_STAT(headspritestat[0], SpriteNum, NextSprite) { short tag; short bit; sp = &sprite[SpriteNum]; tag = sp->hitag; // Non static camera. Camera sprite will be drawn! if (tag == MIRROR_CAM && sprite[SpriteNum].picnum != ST1) { // Just change it to static, sprite has all the info I need // u = SpawnUser(SpriteNum, sp->picnum, NULL); // RESET(sp->cstat, CSTAT_SPRITE_BLOCK); // SET(sp->cstat, CSTAT_SPRITE_BLOCK_HITSCAN); change_sprite_stat(SpriteNum, STAT_SPAWN_SPOT); } switch (sprite[SpriteNum].picnum) { case ST1: if (tag == MIRROR_CAM) { // Just change it to static, sprite has all the info I need // ST1 cameras won't move with SOBJ's! change_sprite_stat(SpriteNum, STAT_ST1); } else if (tag == MIRROR_SPAWNSPOT) { // Just change it to static, sprite has all the info I need change_sprite_stat(SpriteNum, STAT_ST1); } else if (tag == AMBIENT_SOUND) { change_sprite_stat(SpriteNum, STAT_AMBIENT); // PlaySound(sp->lotag, &sp->x, &sp->y, &sp->z, v3df_ambient // | v3df_init | v3df_doppler); } else if (tag == TAG_ECHO_SOUND) { change_sprite_stat(SpriteNum, STAT_ECHO); } else if (tag == TAG_DRIPGEN) { ANIMATOR GenerateDrips; u = SpawnUser(SpriteNum, 0, NULL); ASSERT(u != NULL); u->RotNum = 0; u->WaitTics = sp->lotag * 120; u->ActorActionFunc = GenerateDrips; change_sprite_stat(SpriteNum, STAT_NO_STATE); SET(sp->cstat, CSTAT_SPRITE_INVISIBLE); } break; // Sprites in editart that should play ambient sounds // automatically case 380: case 396: case 430: case 443: case 512: case 521: case 541: case 2720: case 3143: case 3157: handle = PlaySound(DIGI_FIRE1, &sp->x, &sp->y, &sp->z, v3df_follow|v3df_dontpan|v3df_doppler); if (handle != -1) Set3DSoundOwner(SpriteNum); break; case 795: case 880: handle = PlaySound(DIGI_WATERFLOW1, &sp->x, &sp->y, &sp->z, v3df_follow|v3df_dontpan|v3df_doppler); if (handle != -1) Set3DSoundOwner(SpriteNum); break; case 460: // Wind Chimes handle = PlaySound(79, &sp->x, &sp->y, &sp->z, v3df_ambient | v3df_init | v3df_doppler | v3df_follow); if (handle != -1) Set3DSoundOwner(SpriteNum); break; } } // Check for certain walls to make sounds for (i = 0; i < numwalls; i++) { short picnum; short sndnum; picnum = wall[i].picnum; // Set the don't stick bit for liquid tiles switch (picnum) { case 175: case 179: case 300: case 320: case 330: case 352: case 780: case 890: case 2608: case 2616: //case 3834: SET(wall[i].extra, WALLFX_DONT_STICK); break; } #if 0 if ((sndnum = CheckTileSound(picnum)) != -1) { SpawnWallSound(sndnum, i); } picnum = wall[i].overpicnum; if ((sndnum = CheckTileSound(picnum)) != -1) { SpawnWallSound(sndnum, i); } #endif } } ///////////////////////////////////////////////////// // Initialize the mirrors ///////////////////////////////////////////////////// void JS_InitMirrors(void) { short startwall, endwall, dasector; int i, j, k, s, dax, day, daz, dax2, day2; short SpriteNum = 0, NextSprite; SPRITEp sp; static short on_cam = 0; SWBOOL Found_Cam = FALSE; // Set all the mirror struct values to -1 memset(mirror, 0xFF, sizeof(mirror)); mirrorinview = FALSE; // Initially set global mirror flag // to no mirrors seen // Scan wall tags for mirrors mirrorcnt = 0; tilesiz[MIRROR].x = 0; tilesiz[MIRROR].y = 0; for (i = 0; i < MAXMIRRORS; i++) { tilesiz[i + MIRRORLABEL].x = 0; tilesiz[i + MIRRORLABEL].y = 0; mirror[i].campic = -1; mirror[i].camsprite = -1; mirror[i].camera = -1; mirror[i].ismagic = FALSE; } for (i = 0; i < numwalls; i++) { s = wall[i].nextsector; if ((s >= 0) && (wall[i].overpicnum == MIRROR) && (wall[i].cstat & 32)) { if ((sector[s].floorstat & 1) == 0) { wall[i].overpicnum = MIRRORLABEL + mirrorcnt; wall[i].picnum = MIRRORLABEL + mirrorcnt; sector[s].ceilingpicnum = MIRRORLABEL + mirrorcnt; sector[s].floorpicnum = MIRRORLABEL + mirrorcnt; sector[s].floorstat |= 1; mirror[mirrorcnt].mirrorwall = i; mirror[mirrorcnt].mirrorsector = s; mirror[mirrorcnt].numspawnspots = 0; mirror[mirrorcnt].ismagic = FALSE; if (wall[i].lotag == TAG_WALL_MAGIC_MIRROR) { short ii, nextii; SPRITEp sp; USERp u; mirror[mirrorcnt].ismagic = TRUE; Found_Cam = FALSE; TRAVERSE_SPRITE_STAT(headspritestat[STAT_ST1], ii, nextii) { sp = &sprite[ii]; // if correct type and matches if (sp->hitag == MIRROR_CAM && sp->lotag == wall[i].hitag) { mirror[mirrorcnt].camera = ii; // Set up camera varialbes SP_TAG5(sp) = sp->ang; // Set current angle to // sprite angle Found_Cam = TRUE; } } ii = nextii = 0; TRAVERSE_SPRITE_STAT(headspritestat[STAT_SPAWN_SPOT], ii, nextii) { sp = &sprite[ii]; // if correct type and matches if (sp->hitag == MIRROR_CAM && sp->lotag == wall[i].hitag) { mirror[mirrorcnt].camera = ii; // Set up camera varialbes SP_TAG5(sp) = sp->ang; // Set current angle to // sprite angle Found_Cam = TRUE; } } if (!Found_Cam) { printf("Cound not find the camera view sprite for match %d\n",wall[i].hitag); printf("Map Coordinates: x = %d, y = %d\n",wall[i].x,wall[i].y); exit(0); } Found_Cam = FALSE; if (TEST_BOOL1(&sprite[mirror[mirrorcnt].camera])) { TRAVERSE_SPRITE_STAT(headspritestat[0], SpriteNum, NextSprite) { sp = &sprite[SpriteNum]; if (sp->picnum >= CAMSPRITE && sp->picnum < CAMSPRITE + 8 && sp->hitag == wall[i].hitag) { mirror[mirrorcnt].campic = sp->picnum; mirror[mirrorcnt].camsprite = SpriteNum; // JBF: commenting out this line results in the screen in $BULLET being visible tilesiz[mirror[mirrorcnt].campic].x = tilesiz[mirror[mirrorcnt].campic].y = 0; Found_Cam = TRUE; } } if (!Found_Cam) { printf("Did not find drawtotile for camera number %d\n",mirrorcnt); printf("wall[%d].hitag == %d\n",i,wall[i].hitag); printf("Map Coordinates: x = %d, y = %d\n",wall[i].x,wall[i].y); exit(0); } } // 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, tilesiz[tilenume].x, tilesiz[tilenume].y); 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; vec2_t bakwindowxy1, bakwindowxy2; int xsiz, ysiz; char *ptr1, *ptr2; // DRAWROOMS TO TILE BACKUP&SET CODE xsiz = tilesiz[tilenume].x; ysiz = tilesiz[tilenume].y; // bakchainnumpages = chainnumpages; bakchainnumpages = numpages; // chainnumpages = 0; numpages = 0; bakvidoption = vidoption; vidoption = 1; if (waloff[tilenume] == 0) loadtile(tilenume); bakframeplace = frameplace; frameplace = waloff[tilenume]; bakwindowxy1 = windowxy1; bakwindowxy2 = windowxy2; 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(bakwindowxy1.x, bakwindowxy1.y, bakwindowxy2.x, bakwindowxy2.y); // 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; int16_t reverb; SWBOOL 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! SWBOOL 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 = g_visibility; // g_visibility <<= 1; // Make mirror darker // Make TV cam style mirror seem to shimmer // if (mirror[cnt].ismagic && STD_RANDOM_P2(256) > 128) // g_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) { tilesiz[MIRROR].x = tilesiz[MIRROR].y = 0; // Set TV camera sprite size to 0 to show mirror // behind in this case! if (mirror[cnt].campic != -1) tilesiz[mirror[cnt].campic].x = tilesiz[mirror[cnt].campic].y = 0; drawrooms(dx, dy, dz, tpang, tphoriz, sp->sectnum + MAXSECTORS); analyzesprites(dx, dy, dz, FALSE); drawmasks(); } else { SWBOOL 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 tilesiz[mirror[cnt].campic].x = tilesiz[mirror[cnt].campic].y = 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 } // g_visibility = tvisibility; // g_visibility = NormalVisibility; // drawrooms(tx, ty, tz, tpang, tphoriz, pp->cursectnum); // Clean up anything that the camera view might have done SetFragBar(pp); tilesiz[MIRROR].x = tilesiz[MIRROR].y = 0; wall[mirror[cnt].mirrorwall].overpicnum = MIRRORLABEL + cnt; } else mirrorinview = FALSE; } } void DoAutoSize(uspritetype * 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(uspritetype * 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) >= 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)); REMOVE(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 hit_sprite) { 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 == hit_sprite) 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 == hit_sprite) sp->picnum = CARD_UNLOCKED; else sp->picnum = CARD_UNLOCKED+1; } break; } } }