//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "build.h" #include "automap.h" #include "mmulti.h" #include "savegamehelp.h" #include "blood.h" BEGIN_BLD_NS int mirrorcnt, mirrorsector, mirrorwall[4]; MIRROR mirror[16]; void InitMirrors(void) { r_rortexture = 4080; r_rortexturerange = 16; mirrorcnt = 0; tileDelete(504); for (int i = 0; i < 16; i++) { tileDelete(4080 + i); } for (int i = numwalls - 1; i >= 0; i--) { if (mirrorcnt == 16) break; int nTile = 4080+mirrorcnt; if (wall[i].overpicnum == 504) { if (wall[i].extra > 0 && GetWallType(i) == kWallStack) { wall[i].overpicnum = nTile; wall[i].portalflags = PORTAL_WALL_VIEW; mirror[mirrorcnt].wallnum = i; mirror[mirrorcnt].type = 0; wall[i].cstat |= 32; int tmp = xwall[wall[i].extra].data; int j; for (j = numwalls - 1; j >= 0; j--) { if (j == i) continue; if (wall[j].extra > 0 && GetWallType(i) == kWallStack) { if (tmp != xwall[wall[j].extra].data) continue; wall[i].hitag = j; wall[j].hitag = i; mirror[mirrorcnt].link = j; break; } } if (j < 0) I_Error("wall[%d] has no matching wall link! (data=%d)\n", i, tmp); mirrorcnt++; } continue; } if (wall[i].picnum == 504) { mirror[mirrorcnt].link = i; mirror[mirrorcnt].wallnum = i; wall[i].picnum = nTile; mirror[mirrorcnt].type = 0; wall[i].cstat |= 32; wall[i].portalflags = PORTAL_WALL_MIRROR; mirrorcnt++; continue; } } for (int i = numsectors - 1; i >= 0; i--) { if (mirrorcnt >= 15) break; if (sector[i].floorpicnum == 504) { int nLink = gUpperLink[i]; if (nLink < 0) continue; int nLink2 = sprite[nLink].owner & 0xfff; int j = sprite[nLink2].sectnum; if (sector[j].ceilingpicnum != 504) I_Error("Lower link sector %d doesn't have mirror picnum\n", j); mirror[mirrorcnt].type = 2; mirror[mirrorcnt].dx = sprite[nLink2].x-sprite[nLink].x; mirror[mirrorcnt].dy = sprite[nLink2].y-sprite[nLink].y; mirror[mirrorcnt].dz = sprite[nLink2].z-sprite[nLink].z; mirror[mirrorcnt].wallnum = i; mirror[mirrorcnt].link = j; sector[i].floorpicnum = 4080+mirrorcnt; sector[i].portalflags = PORTAL_SECTOR_FLOOR; mirrorcnt++; mirror[mirrorcnt].type = 1; mirror[mirrorcnt].dx = sprite[nLink].x-sprite[nLink2].x; mirror[mirrorcnt].dy = sprite[nLink].y-sprite[nLink2].y; mirror[mirrorcnt].dz = sprite[nLink].z-sprite[nLink2].z; mirror[mirrorcnt].wallnum = j; mirror[mirrorcnt].link = i; sector[j].ceilingpicnum = 4080+mirrorcnt; sector[j].portalflags = PORTAL_SECTOR_CEILING; mirrorcnt++; } } mirrorsector = numsectors; #if 1 // The new backend won't need this shit anymore. for (int i = 0; i < 4; i++) { mirrorwall[i] = numwalls+i; wall[mirrorwall[i]].picnum = 504; wall[mirrorwall[i]].overpicnum = 504; wall[mirrorwall[i]].cstat = 0; wall[mirrorwall[i]].nextsector = -1; wall[mirrorwall[i]].nextwall = -1; wall[mirrorwall[i]].point2 = numwalls+i+1; } wall[mirrorwall[3]].point2 = mirrorwall[0]; sector[mirrorsector].ceilingpicnum = 504; sector[mirrorsector].floorpicnum = 504; sector[mirrorsector].wallptr = mirrorwall[0]; sector[mirrorsector].wallnum = 4; #endif } void TranslateMirrorColors(int nShade, int nPalette) { } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- FSerializer& Serialize(FSerializer& arc, const char* keyname, MIRROR& w, MIRROR* def) { if (arc.BeginObject(keyname)) { arc ("type", w.type) ("link", w.link) ("dx", w.dx) ("dy", w.dy) ("dz", w.dz) ("wallnum", w.wallnum) .EndObject(); } return arc; } void SerializeMirrors(FSerializer& arc) { if (arc.BeginObject("mirror")) { arc("mirrorcnt", mirrorcnt) ("mirrorsector", mirrorsector) .Array("mirror", mirror, countof(mirror)) .Array("mirrorwall", mirrorwall, countof(mirrorwall)) .EndObject(); } if (arc.isReading()) { tileDelete(504); #ifdef USE_OPENGL r_rortexture = 4080; r_rortexturerange = 16; #endif for (int i = 0; i < 16; i++) { tileDelete(4080 + i); } for (int i = 0; i < 4; i++) { wall[mirrorwall[i]].picnum = 504; wall[mirrorwall[i]].overpicnum = 504; wall[mirrorwall[i]].cstat = 0; wall[mirrorwall[i]].nextsector = -1; wall[mirrorwall[i]].nextwall = -1; wall[mirrorwall[i]].point2 = numwalls + i + 1; } wall[mirrorwall[3]].point2 = mirrorwall[0]; sector[mirrorsector].ceilingpicnum = 504; sector[mirrorsector].floorpicnum = 504; sector[mirrorsector].wallptr = mirrorwall[0]; sector[mirrorsector].wallnum = 4; } } END_BLD_NS