raze/source/games/duke/src/premap_d.cpp
Christoph Oelckers 8dfbbc8220 - migrated floorpicnum and ceilingpicnum to FTextures.
The sky code still needs some work.
2022-12-18 14:32:52 +01:00

452 lines
10 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced 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
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "build.h"
#include "names_d.h"
#include "dukeactor.h"
#include "precache.h"
BEGIN_DUKE_NS
inline void tloadtile(int tilenum, int palnum = 0)
{
assert(tilenum < MAXTILES);
markTextureForPrecache(tileGetTextureID(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 DTILE_HYDRENT:
tloadtile(DTILE_BROKEFIREHYDRENT);
for(j = DTILE_TOILETWATER; j < (DTILE_TOILETWATER+4); j++)
tloadtile(j, pal);
break;
case DTILE_TOILET:
tloadtile(DTILE_TOILETBROKE);
for(j = DTILE_TOILETWATER; j < (DTILE_TOILETWATER+4); j++)
tloadtile(j, pal);
break;
case DTILE_STALL:
tloadtile(DTILE_STALLBROKE);
for(j = DTILE_TOILETWATER; j < (DTILE_TOILETWATER+4); j++)
tloadtile(j, pal);
break;
case DTILE_RUBBERCAN:
maxc = 2;
break;
case DTILE_TOILETWATER:
maxc = 4;
break;
case DTILE_FEMPIC1:
maxc = 44;
break;
case DTILE_LIZTROOP:
case DTILE_LIZTROOPRUNNING:
case DTILE_LIZTROOPSHOOT:
case DTILE_LIZTROOPJETPACK:
case DTILE_LIZTROOPONTOILET:
case DTILE_LIZTROOPDUCKING:
for(j = DTILE_LIZTROOP; j < (DTILE_LIZTROOP+72); j++)
tloadtile(j, pal);
for(j=DTILE_HEADJIB1;j<DTILE_LEGJIB1+3;j++)
tloadtile(j, pal);
maxc = 0;
break;
case DTILE_WOODENHORSE:
maxc = 5;
for(j = DTILE_HORSEONSIDE; j < (DTILE_HORSEONSIDE+4); j++)
tloadtile(j, pal);
break;
case DTILE_NEWBEAST:
case DTILE_NEWBEASTSTAYPUT:
maxc = 90;
break;
case DTILE_BOSS1:
case DTILE_BOSS2:
case DTILE_BOSS3:
maxc = 30;
break;
case DTILE_OCTABRAIN:
case DTILE_OCTABRAINSTAYPUT:
case DTILE_COMMANDER:
case DTILE_COMMANDERSTAYPUT:
maxc = 38;
break;
case DTILE_RECON:
maxc = 13;
break;
case DTILE_PIGCOP:
case DTILE_PIGCOPDIVE:
maxc = 61;
break;
case DTILE_SHARK:
maxc = 30;
break;
case DTILE_LIZMAN:
case DTILE_LIZMANSPITTING:
case DTILE_LIZMANFEEDING:
case DTILE_LIZMANJUMP:
for(j=DTILE_LIZMANHEAD1;j<DTILE_LIZMANLEG1+3;j++)
tloadtile(j, pal);
maxc = 80;
break;
case DTILE_APLAYER:
maxc = 0;
if(ud.multimode > 1)
{
maxc = 5;
for(j = 1420;j < 1420+106; j++)
tloadtile(j, pal);
}
break;
case DTILE_ATOMICHEALTH:
maxc = 14;
break;
case DTILE_DRONE:
maxc = 10;
break;
case DTILE_EXPLODINGBARREL:
maxc = 3;
break;
case DTILE_NUKEBARREL:
maxc = 5;
break;
}
for(j = actor->spr.picnum; j < (actor->spr.picnum+maxc); j++)
tloadtile(j, pal);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void cachegoodsprites(void)
{
int i;
tloadtile(DTILE_BOTTOMSTATUSBAR);
if (ud.multimode > 1)
{
tloadtile(DTILE_FRAGBAR);
}
for(i=DTILE_FOOTPRINTS;i<DTILE_FOOTPRINTS+3;i++)
tloadtile(i);
for( i = DTILE_BURNING; i < DTILE_BURNING+14; i++)
tloadtile(i);
for( i = DTILE_BURNING2; i < DTILE_BURNING2+14; i++)
tloadtile(i);
for( i = DTILE_CRACKKNUCKLES; i < DTILE_CRACKKNUCKLES+4; i++)
tloadtile(i);
for( i = DTILE_FIRSTGUN; i < DTILE_FIRSTGUN+3 ; i++ )
tloadtile(i);
for( i = DTILE_EXPLOSION2; i < DTILE_EXPLOSION2+21 ; i++ )
tloadtile(i);
tloadtile(DTILE_BULLETHOLE);
for( i = DTILE_FIRSTGUNRELOAD; i < DTILE_FIRSTGUNRELOAD+8 ; i++ )
tloadtile(i);
tloadtile(DTILE_FOOTPRINTS);
for( i = DTILE_JIBS1; i < (DTILE_JIBS5+5); i++)
tloadtile(i);
for( i = DTILE_SCRAP1; i < (DTILE_SCRAP1+19); i++)
tloadtile(i);
for( i = DTILE_SMALLSMOKE; i < (DTILE_SMALLSMOKE+4); i++)
tloadtile(i);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void cacheit_d(void)
{
cachegoodsprites();
DukeSpriteIterator it;
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);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void spriteinit_d(DDukeActor* actor, TArray<DDukeActor*>& actors)
{
actor->mapSpawned = true;
bool res = initspriteforspawn(actor);
if (res) spawninit_d(nullptr, actor, &actors);
}
void prelevel_d(int g, TArray<DDukeActor*>& actors)
{
int i, j, lotaglist;
TArray<short> lotags;
prelevel_common(g);
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
premapcontroller(ac);
}
for (auto actor : actors)
{
if (actor->exists())
{
if (iseffector(actor) && actor->spr.lotag == SE_14_SUBWAY_CAR)
continue;
spriteinit_d(actor, actors);
}
}
for (auto actor : actors)
{
if (actor->exists())
{
if (iseffector(actor) && actor->spr.lotag == SE_14_SUBWAY_CAR)
spriteinit_d(actor, actors);
}
}
lotaglist = 0;
it.Reset(STAT_DEFAULT);
while (auto actor = it.Next())
{
switch (actor->spr.picnum)
{
case DTILE_DIPSWITCHON:
case DTILE_DIPSWITCH2ON:
case DTILE_PULLSWITCHON:
case DTILE_HANDSWITCHON:
case DTILE_SLOTDOORON:
case DTILE_LIGHTSWITCHON:
case DTILE_SPACELIGHTSWITCHON:
case DTILE_SPACEDOORSWITCHON:
case DTILE_FRANKENSTINESWITCHON:
case DTILE_LIGHTSWITCH2ON:
case DTILE_POWERSWITCH1ON:
case DTILE_LOCKSWITCH1ON:
case DTILE_POWERSWITCH2ON:
j = lotags.Find(actor->spr.lotag);
if (j == lotags.Size())
{
lotags.Push(actor->spr.lotag);
DukeStatIterator it1(STAT_EFFECTOR);
while (auto ac = it1.Next())
{
if (ac->spr.lotag == SE_12_LIGHT_SWITCH && ac->spr.hitag == actor->spr.lotag)
ac->temp_data[0] = 1;
}
}
break;
}
}
mirrorcnt = 0;
for (auto& wal : wall)
{
if (wal.overtexture() == mirrortex && (wal.cstat & CSTAT_WALL_1WAY) != 0)
{
auto sectp = wal.nextSector();
if (mirrorcnt > 63)
I_Error("Too many mirrors (64 max.)");
if (sectp && sectp->ceilingtexture != mirrortex)
{
sectp->setceilingtexture(mirrortex);
sectp->setfloortexture(mirrortex);
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 DTILE_FANSHADOW:
case DTILE_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 DTILE_W_FORCEFIELD:
for (int jj = 0; jj < 3; jj++)
tloadtile(DTILE_W_FORCEFIELD + jj);
[[fallthrough]];
case DTILE_W_FORCEFIELD + 1:
case DTILE_W_FORCEFIELD + 2:
if (wal.shade > 31)
wal.cstat = 0;
else wal.cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_MASKED | CSTAT_WALL_BLOCK_HITSCAN | CSTAT_WALL_YFLIP;
if (wal.lotag && wal.twoSided())
wal.nextWall()->lotag = wal.lotag;
[[fallthrough]];
case DTILE_BIGFORCE:
animwall[numanimwalls].wall = &wal;
numanimwalls++;
continue;
}
wal.extra = -1;
switch (wal.wallpicnum)
{
case DTILE_W_TECHWALL1:
case DTILE_W_TECHWALL2:
case DTILE_W_TECHWALL3:
case DTILE_W_TECHWALL4:
animwall[numanimwalls].wall = &wal;
// animwall[numanimwalls].tag = -1;
numanimwalls++;
break;
case DTILE_SCREENBREAK6:
case DTILE_SCREENBREAK7:
case DTILE_SCREENBREAK8:
for (int jj = DTILE_SCREENBREAK6; jj < DTILE_SCREENBREAK9; jj++)
tloadtile(jj);
animwall[numanimwalls].wall = &wal;
animwall[numanimwalls].tag = -1;
numanimwalls++;
break;
case DTILE_FEMPIC1:
case DTILE_FEMPIC2:
case DTILE_FEMPIC3:
wal.extra = wal.wallpicnum;
animwall[numanimwalls].tag = -1;
animwall[numanimwalls].wall = &wal;
animwall[numanimwalls].tag = wal.wallpicnum;
numanimwalls++;
break;
case DTILE_SCREENBREAK1:
case DTILE_SCREENBREAK2:
case DTILE_SCREENBREAK3:
case DTILE_SCREENBREAK4:
case DTILE_SCREENBREAK5:
case DTILE_SCREENBREAK9:
case DTILE_SCREENBREAK10:
case DTILE_SCREENBREAK11:
case DTILE_SCREENBREAK12:
case DTILE_SCREENBREAK13:
case DTILE_SCREENBREAK14:
case DTILE_SCREENBREAK15:
case DTILE_SCREENBREAK16:
case DTILE_SCREENBREAK17:
case DTILE_SCREENBREAK18:
case DTILE_SCREENBREAK19:
animwall[numanimwalls].wall = &wal;
animwall[numanimwalls].tag = wal.wallpicnum;
numanimwalls++;
break;
}
}
//Invalidate textures in sector behind mirror
for (i = 0; i < mirrorcnt; i++)
{
for (auto& wal : mirrorsector[i]->walls)
{
wal.setwalltexture(mirrortex);
wal.setovertexture(mirrortex);
}
}
}
END_DUKE_NS