raze/source/games/duke/src/premap_r.cpp

728 lines
15 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "names_r.h"
#include "mapinfo.h"
#include "dukeactor.h"
#include "precache.h"
BEGIN_DUKE_NS
static inline void tloadtile(int tilenum, int palnum = 0)
{
markTileForPrecache(tilenum, palnum);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void cachespritenum(DDukeActor* actor)
{
int maxc;
int j;
int pal = actor->spr.pal;
if (ud.monsters_off && badguy(actor)) return;
maxc = 1;
switch (actor->spr.picnum)
{
case HYDRENT:
tloadtile(BROKEFIREHYDRENT);
for (j = TOILETWATER; j < (TOILETWATER + 4); j++)
tloadtile(j, pal);
break;
case RRTILE2121:
case RRTILE2122:
tloadtile(actor->spr.picnum, pal);
break;
case TOILET:
tloadtile(TOILETBROKE);
for (j = TOILETWATER; j < (TOILETWATER + 4); j++)
tloadtile(j, pal);
break;
case STALL:
tloadtile(STALLBROKE);
for (j = TOILETWATER; j < (TOILETWATER + 4); j++)
tloadtile(j, pal);
break;
case FORCERIPPLE:
maxc = 9;
break;
case RUBBERCAN:
maxc = 2;
break;
case TOILETWATER:
maxc = 4;
break;
case BUBBASTAND:
for (j = BUBBASCRATCH; j <= (BUBBASCRATCH + 47); j++)
tloadtile(j, pal);
maxc = 0;
break;
case SBSWIPE:
if (isRRRA())
for (j = SBSWIPE; j <= (SBSWIPE + 29); j++)
tloadtile(j, pal);
maxc = 0;
break;
case COOT:
for (j = COOT; j <= (COOT + 217); j++)
tloadtile(j, pal);
for (j = COOTJIBA; j < COOTJIBC + 4; j++)
tloadtile(j, pal);
maxc = 0;
break;
case LTH:
maxc = 105;
for (j = LTH; j < (LTH + maxc); j++)
tloadtile(j, pal);
maxc = 0;
break;
case BILLYRAY:
maxc = 144;
for (j = BILLYWALK; j < (BILLYWALK + maxc); j++)
tloadtile(j, pal);
for (j = BILLYJIBA; j <= BILLYJIBB + 4; j++)
tloadtile(j, pal);
maxc = 0;
break;
case COW:
maxc = 56;
for (j = actor->spr.picnum; j < (actor->spr.picnum + maxc); j++)
tloadtile(j, pal);
maxc = 0;
break;
case DOGRUN:
for (j = DOGATTACK; j <= DOGATTACK + 35; j++)
tloadtile(j, pal);
for (j = DOGRUN; j <= DOGRUN + 80; j++)
tloadtile(j, pal);
maxc = 0;
break;
case RABBIT:
if (isRRRA())
{
for (j = RABBIT; j <= RABBIT + 54; j++)
tloadtile(j, pal);
for (j = RABBIT + 56; j <= RABBIT + 56 + 49; j++)
tloadtile(j, pal);
for (j = RABBIT + 56; j <= RABBIT + 56 + 49; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case BIKERB:
case BIKERBV2:
if (isRRRA())
{
for (j = BIKERB; j <= BIKERB + 104; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case BIKER:
if (isRRRA())
{
for (j = BIKER; j <= BIKER + 116; j++)
tloadtile(j, pal);
for (j = BIKER + 150; j <= BIKER + 150 + 104; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case CHEER:
if (isRRRA())
{
for (j = CHEER; j <= CHEER + 44; j++)
tloadtile(j, pal);
for (j = CHEER + 47; j <= CHEER + 47 + 211; j++)
tloadtile(j, pal);
for (j = CHEER + 262; j <= CHEER + 262 + 72; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case CHEERB:
if (isRRRA())
{
for (j = CHEERB; j <= CHEERB + 83; j++)
tloadtile(j, pal);
for (j = CHEERB + 157; j <= CHEERB + 157 + 83; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case MAMA:
if (isRRRA())
{
for (j = MAMA; j <= MAMA + 78; j++)
tloadtile(j, pal);
for (j = MAMA + 80; j <= MAMA + 80 + 7; j++)
tloadtile(j, pal);
for (j = MAMA + 90; j <= MAMA + 90 + 94; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case CHEERBOAT:
if (isRRRA())
{
tloadtile(CHEERBOAT);
maxc = 0;
}
break;
case HULKBOAT:
if (isRRRA())
{
tloadtile(HULKBOAT);
maxc = 0;
}
break;
case MINIONBOAT:
if (isRRRA())
{
tloadtile(MINIONBOAT);
maxc = 0;
}
break;
case BILLYPLAY:
if (isRRRA())
{
for (j = BILLYPLAY; j <= BILLYPLAY + 2; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case COOTPLAY:
if (isRRRA())
{
for (j = COOTPLAY; j <= COOTPLAY + 4; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case PIG:
case PIGSTAYPUT:
maxc = 68;
break;
case TORNADO:
maxc = 7;
break;
case HEN:
case HENSTAND:
maxc = 34;
break;
case APLAYER:
maxc = 0;
if (ud.multimode > 1)
{
maxc = 5;
for (j = APLAYER; j < APLAYER + 220; j++)
tloadtile(j, pal);
for (j = DUKEGUN; j < DUKELEG + 4; j++)
tloadtile(j, pal);
}
break;
case ATOMICHEALTH:
maxc = 14;
break;
case DRONE:
maxc = 6;
break;
case EXPLODINGBARREL:
maxc = 3;
break;
case NUKEBARREL:
maxc = 5;
break;
case VIXEN:
maxc = 214;
for (j = actor->spr.picnum; j < actor->spr.picnum + maxc; j++)
tloadtile(j, pal);
maxc = 0;
break;
case SBMOVE:
if (!isRRRA())
{
maxc = 54;
for (j = actor->spr.picnum; j < actor->spr.picnum + maxc; j++)
tloadtile(j, pal);
maxc = 100;
for (j = SBMOVE; j < SBMOVE + maxc; j++)
tloadtile(j, pal);
maxc = 0;
}
break;
case HULK:
maxc = 40;
for (j = actor->spr.picnum - 41; j < actor->spr.picnum + maxc - 41; j++)
tloadtile(j, pal);
for (j = HULKJIBA; j <= HULKJIBC + 4; j++)
tloadtile(j, pal);
maxc = 0;
break;
case MINION:
maxc = 141;
for (j = actor->spr.picnum; j < actor->spr.picnum + maxc; j++)
tloadtile(j, pal);
for (j = MINJIBA; j <= MINJIBC + 4; j++)
tloadtile(j, pal);
maxc = 0;
break;
}
for (j = actor->spr.picnum; j < (actor->spr.picnum + maxc); j++)
tloadtile(j, pal);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void cachegoodsprites(void)
{
int i;
tloadtile(BOTTOMSTATUSBAR);
if (ud.multimode > 1)
{
tloadtile(FRAGBAR);
}
for (i = FOOTPRINTS; i < FOOTPRINTS + 3; i++)
tloadtile(i);
for (i = BURNING; i < BURNING + 14; i++)
tloadtile(i);
for (i = FIRSTGUN; i < FIRSTGUN + 10; i++)
tloadtile(i);
for (i = EXPLOSION2; i < EXPLOSION2 + 21; i++)
tloadtile(i);
tloadtile(BULLETHOLE);
for (i = SHOTGUN; i < SHOTGUN + 8; i++)
tloadtile(i);
tloadtile(FOOTPRINTS);
for (i = JIBS1; i < (JIBS5 + 5); i++)
tloadtile(i);
for (i = SCRAP1; i < (SCRAP1 + 19); i++)
tloadtile(i);
for (i = SMALLSMOKE; i < (SMALLSMOKE + 4); i++)
tloadtile(i);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void cacheit_r(void)
{
if (!r_precache) return;
cachegoodsprites();
for (auto& wal : wall)
{
tloadtile(wal.picnum, wal.pal);
if(wal.overpicnum >= 0)
tloadtile(wal.overpicnum, wal.pal);
}
for (auto& sect: sector)
{
tloadtile(sect.floorpicnum, sect.floorpal);
tloadtile(sect.ceilingpicnum, sect.ceilingpal);
DukeSectIterator it(&sect);
while (auto act = it.Next())
{
if(act->spr.scale.X != 0 && act->spr.scale.Y != 0 && (act->spr.cstat & CSTAT_SPRITE_INVISIBLE) == 0)
cachespritenum(act);
}
}
precacheMarkedTiles();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void spriteinit_r(DDukeActor* actor, TArray<DDukeActor*>& actors)
{
bool res = initspriteforspawn(actor);
if (res) spawninit_r(nullptr, actor, &actors);
}
void prelevel_r(int g, TArray<DDukeActor*>& actors)
{
player_struct* p;
int i;
int j;
int lotaglist;
short lotags[65];
int speed = 0;
int dist;
int sound;
sound = 0;
prelevel_common(g);
p = &ps[screenpeek];
if (currentLevel->gameflags & LEVEL_RR_CLEARMOONSHINE)
ps[myconnectindex].steroids_amount = 0;
if (isRRRA())
{
for(auto actor : actors)
{
if (!actor->exists()) continue;
if (actor->spr.pal == 100)
{
if (numplayers > 1)
actor->Destroy();
else
actor->spr.pal = 0;
}
else if (actor->spr.pal == 101)
{
actor->spr.extra = 0;
actor->spr.hitag = 1;
actor->spr.pal = 0;
ChangeActorStat(actor, 118);
}
}
}
for (auto&sect: sector)
{
auto sectp = &sect;
if (sectp->ceilingpicnum == RRTHUNDERSKY)
thunderon = 1;
switch (sectp->lotag)
{
case ST_41_JAILDOOR:
{
DukeSectIterator it(sectp);
dist = 0;
while (auto act = it.Next())
{
if (act->spr.picnum == RRJAILDOOR)
{
dist = act->spr.lotag;
speed = act->spr.hitag;
act->Destroy();
}
if (act->spr.picnum == RRJAILDOORSOUND)
{
sound = act->spr.lotag;
act->Destroy();
}
}
if (dist == 0)
{
// Oh no, we got an incomplete definition.
if (sectindex(sectp) == 534 && currentLevel->levelNumber == 2007) // fix for bug in RR E2L7 Beaudry Mansion.
{
dist = 48;
speed = 32;
}
}
for(auto& osect: sector)
{
if (sectp->hitag == osect.hitag && &osect != sectp)
{
// & 32767 to avoid some ordering issues here.
// Other code assumes that the lotag is always a sector effector type and can mask the high bit in.
addjaildoor(dist, speed, sectp->hitag, osect.lotag & 32767, sound, &osect);
}
}
break;
}
case ST_42_MINECART:
{
sectortype* childsectnum = nullptr;
dist = 0;
speed = 0;
DukeSectIterator it(sectp);
while (auto act = it.Next())
{
if (act->spr.picnum == RRMINECART)
{
dist = act->spr.lotag;
speed = act->spr.hitag;
DukeSpriteIterator itt;
while(auto act1 = itt.Next())
{
if (act1->spr.picnum == RRMINECARTINNER)
if (act1->spr.lotag == act->sectno()) // bad map format design... Should have used a tag instead...
{
childsectnum = act1->sector();
act1->Destroy();
}
}
act->Destroy();
}
if (act->spr.picnum == RRMINECARTSOUND)
{
sound = act->spr.lotag;
act->Destroy();
}
}
addminecart(dist, speed, sectp, sectp->hitag, sound, childsectnum);
break;
}
}
}
DukeStatIterator it(STAT_DEFAULT);
while (auto ac = it.Next())
{
LoadActor(ac, -1, -1);
if (ac->spr.lotag == -1 && (ac->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
ps[0].Exit = ac->spr.pos.XY();
}
else if (ac->spr.picnum == CHICKENPLANTBUTTON)
{
ud.chickenplant = 1;
}
else
{
premapcontroller(ac);
}
}
for (auto actor : actors)
{
if (!actor->exists()) continue;
if (actor->spr.picnum == RRTILE19)
{
if (geocnt > 64)
I_Error("Too many geometry effects");
if (actor->spr.hitag == 0)
{
geosector[geocnt] = actor->sector();
for (auto actor2 : actors)
{
if (actor && actor->spr.lotag == actor2->spr.lotag && actor2 != actor && actor2->spr.picnum == RRTILE19)
{
if (actor2->spr.hitag == 1)
{
geosectorwarp[geocnt] = actor2->sector();
geox[geocnt] = actor->spr.pos.X - actor2->spr.pos.X;
geoy[geocnt] = actor->spr.pos.Y - actor2->spr.pos.Y;
//geoz[geocnt] = actor->spr.z - actor2->spr.z;
}
if (actor2->spr.hitag == 2)
{
geosectorwarp2[geocnt] = actor2->sector();
geox2[geocnt] = actor->spr.pos.X - actor2->spr.pos.X;
geoy2[geocnt] = actor->spr.pos.Y - actor2->spr.pos.Y;
//geoz2[geocnt] = actor->spr.z - actor2->spr.z;
}
}
}
geocnt++;
}
}
}
for (auto actor : actors)
{
if (actor->exists())
{
if (actor->spr.picnum == SECTOREFFECTOR && actor->spr.lotag == SE_14_SUBWAY_CAR)
continue;
spriteinit_r(actor, actors);
}
}
for (auto actor : actors)
{
if (actor->exists())
{
if (actor->spr.picnum == SECTOREFFECTOR && actor->spr.lotag == SE_14_SUBWAY_CAR)
spriteinit_r(actor, actors);
if (actor->spr.picnum == RRTILE19)
actor->Destroy();
if (actor->spr.picnum == RRTILE34)
{
actor->sector()->keyinfo = uint8_t(actor->spr.lotag);
actor->Destroy();
}
}
}
lotaglist = 0;
it.Reset(STAT_DEFAULT);
while (auto ac = it.Next())
{
switch (ac->spr.picnum)
{
case IRONWHEELSWITCHON:
if (!isRRRA()) break;
[[fallthrough]];
case DIPSWITCHON:
case DIPSWITCH2ON:
case PULLSWITCHON:
case HANDSWITCHON:
case SLOTDOORON:
case LIGHTSWITCHON:
case SPACELIGHTSWITCHON:
case SPACEDOORSWITCHON:
case FRANKENSTINESWITCHON:
case LIGHTSWITCH2ON:
case POWERSWITCH1ON:
case LOCKSWITCH1ON:
case POWERSWITCH2ON:
case CHICKENPLANTBUTTON:
case CHICKENPLANTBUTTONON:
for (j = 0; j < lotaglist; j++)
if (ac->spr.lotag == lotags[j])
break;
if (j == lotaglist)
{
lotags[lotaglist] = ac->spr.lotag;
lotaglist++;
if (lotaglist > 64)
I_Error("Too many switches (64 max).");
DukeStatIterator it1(STAT_EFFECTOR);
while (auto actj = it1.Next())
{
if (actj->spr.lotag == 12 && actj->spr.hitag == ac->spr.lotag)
actj->temp_data[0] = 1;
}
}
break;
}
}
mirrorcnt = 0;
for (auto& wl : wall)
{
walltype* wal = &wl;
if (wal->overpicnum == MIRROR && (wal->cstat & CSTAT_WALL_1WAY) != 0)
{
auto sectp = wal->nextSector();
if (mirrorcnt > 63)
I_Error("Too many mirrors (64 max.)");
if (sectp && sectp->ceilingpicnum != MIRROR)
{
sectp->ceilingpicnum = MIRROR;
sectp->floorpicnum = MIRROR;
mirrorwall[mirrorcnt] = wal;
mirrorsector[mirrorcnt] = sectp;
mirrorcnt++;
continue;
}
}
if (numanimwalls >= MAXANIMWALLS)
I_Error("Too many 'anim' walls (max 512.)");
animwall[numanimwalls].tag = 0;
animwall[numanimwalls].wall = nullptr;
switch (wal->overpicnum)
{
case FANSPRITE:
//wal.cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN; Original code assigned this to 'wall', i.e. wall[0]
animwall[numanimwalls].wall = wal;
numanimwalls++;
break;
case BIGFORCE:
animwall[numanimwalls].wall = wal;
numanimwalls++;
continue;
}
wal->extra = -1;
switch (wal->picnum)
{
case SCREENBREAK6:
case SCREENBREAK7:
case SCREENBREAK8:
for (j = SCREENBREAK6; j <= SCREENBREAK8; j++)
tloadtile(j);
animwall[numanimwalls].wall = wal;
animwall[numanimwalls].tag = -1;
numanimwalls++;
break;
}
}
//Invalidate textures in sector behind mirror
for (i = 0; i < mirrorcnt; i++)
{
for (auto& mwal : mirrorsector[i]->walls)
{
mwal.picnum = MIRROR;
mwal.overpicnum = MIRROR;
}
}
thunder_brightness = 0;
}
END_DUKE_NS