gzdoom-gles/src/p_buildmap.cpp
Christoph Oelckers e77f83fbf6 - Added new Scroll_Wall special to allow more control over wall scrolling.
Since it uses fixed point parameters it can only be used in scripts though.
- Added flags parameters to all wall scroller specials that didn't use
  all 5 args.
- Separated scrolling of the 3 different texture parts of a sidedef.
  While doing this I did some more restructuring of the sidedef structure
  and changed it so that all state changes to sidedefs that affect rendering 
  have to be made with access functions. This is not of much use to the
  software renderer but it allows far easier caching of rendering data
  for OpenGL because the only place I need to check is in the access functions.


SVN r832 (trunk)
2008-03-21 17:35:49 +00:00

794 lines
22 KiB
C++

//**************************************************************************
//**
//** TEMPLATE.C
//**
//**************************************************************************
// HEADER FILES ------------------------------------------------------------
#include "p_local.h"
#include "m_swap.h"
#include "v_palette.h"
#include "w_wad.h"
#include "templates.h"
#include "vectors.h"
#include "r_sky.h"
#include "r_main.h"
#include "r_defs.h"
// MACROS ------------------------------------------------------------------
//#define SHADE2LIGHT(s) (clamp (160-2*(s), 0, 255))
#define SHADE2LIGHT(s) (clamp (255-2*s, 0, 255))
// TYPES -------------------------------------------------------------------
//ceilingstat/floorstat:
// bit 0: 1 = parallaxing, 0 = not "P"
// bit 1: 1 = groudraw, 0 = not
// bit 2: 1 = swap x&y, 0 = not "F"
// bit 3: 1 = double smooshiness "E"
// bit 4: 1 = x-flip "F"
// bit 5: 1 = y-flip "F"
// bit 6: 1 = Align texture to first wall of sector "R"
// bits 7-8: "T"
// 00 = normal floors
// 01 = masked floors
// 10 = transluscent masked floors
// 11 = reverse transluscent masked floors
// bits 9-15: reserved
//40 bytes
typedef struct
{
SWORD wallptr, wallnum;
SDWORD ceilingz, floorz;
SWORD ceilingstat, floorstat;
SWORD ceilingpicnum, ceilingheinum;
SBYTE ceilingshade;
BYTE ceilingpal, ceilingxpanning, ceilingypanning;
SWORD floorpicnum, floorheinum;
SBYTE floorshade;
BYTE floorpal, floorxpanning, floorypanning;
BYTE visibility, filler;
SWORD lotag, hitag, extra;
} sectortype;
//cstat:
// bit 0: 1 = Blocking wall (use with clipmove, getzrange) "B"
// bit 1: 1 = bottoms of invisible walls swapped, 0 = not "2"
// bit 2: 1 = align picture on bottom (for doors), 0 = top "O"
// bit 3: 1 = x-flipped, 0 = normal "F"
// bit 4: 1 = masking wall, 0 = not "M"
// bit 5: 1 = 1-way wall, 0 = not "1"
// bit 6: 1 = Blocking wall (use with hitscan / cliptype 1) "H"
// bit 7: 1 = Transluscence, 0 = not "T"
// bit 8: 1 = y-flipped, 0 = normal "F"
// bit 9: 1 = Transluscence reversing, 0 = normal "T"
// bits 10-15: reserved
//32 bytes
typedef struct
{
SDWORD x, y;
SWORD point2, nextwall, nextsector, cstat;
SWORD picnum, overpicnum;
SBYTE shade;
BYTE pal, xrepeat, yrepeat, xpanning, ypanning;
SWORD lotag, hitag, extra;
} walltype;
//cstat:
// bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B"
// bit 1: 1 = transluscence, 0 = normal "T"
// bit 2: 1 = x-flipped, 0 = normal "F"
// bit 3: 1 = y-flipped, 0 = normal "F"
// bits 5-4: 00 = FACE sprite (default) "R"
// 01 = WALL sprite (like masked walls)
// 10 = FLOOR sprite (parallel to ceilings&floors)
// bit 6: 1 = 1-sided sprite, 0 = normal "1"
// bit 7: 1 = Real centered centering, 0 = foot center "C"
// bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H"
// bit 9: 1 = Transluscence reversing, 0 = normal "T"
// bits 10-14: reserved
// bit 15: 1 = Invisible sprite, 0 = not invisible
//44 bytes
typedef struct
{
SDWORD x, y, z;
SWORD cstat, picnum;
SBYTE shade;
BYTE pal, clipdist, filler;
BYTE xrepeat, yrepeat;
SBYTE xoffset, yoffset;
SWORD sectnum, statnum;
SWORD ang, owner, xvel, yvel, zvel;
SWORD lotag, hitag, extra;
} spritetype;
struct SlopeWork
{
walltype *wal;
walltype *wal2;
long dx, dy, i, x[3], y[3], z[3];
long heinum;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void P_AdjustLine (line_t *line);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static bool P_LoadBloodMap (BYTE *data, size_t len, mapthing2_t **sprites, int *numsprites);
static void LoadSectors (sectortype *bsectors);
static void LoadWalls (walltype *walls, int numwalls, sectortype *bsectors);
static int LoadSprites (spritetype *sprites, int numsprites, sectortype *bsectors, mapthing2_t *mapthings);
static vertex_t *FindVertex (fixed_t x, fixed_t y);
static void CreateStartSpot (fixed_t *pos, mapthing2_t *start);
static void CalcPlane (SlopeWork &slope, secplane_t &plane);
static void Decrypt (void *to, const void *from, int len, int key);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// CODE --------------------------------------------------------------------
//==========================================================================
//
// P_LoadBuildMap
//
//==========================================================================
bool P_LoadBuildMap (BYTE *data, size_t len, mapthing2_t **sprites, int *numspr)
{
if (len < 26)
{
return false;
}
// Check for a Blood map.
if (*(DWORD *)data == MAKE_ID('B','L','M','\x1a'))
{
return P_LoadBloodMap (data, len, sprites, numspr);
}
numsectors = LittleShort(*(WORD *)(data + 20));
int numwalls;
int numsprites;
if (len < 26 + numsectors*sizeof(sectortype) ||
(numwalls = LittleShort(*(WORD *)(data + 22 + numsectors*sizeof(sectortype))),
len < 24 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype)) ||
LittleLong(*(DWORD *)data) != 7 ||
LittleShort(*(WORD *)(data + 16)) >= 2048)
{ // Can't possibly be a version 7 BUILD map
return false;
}
LoadSectors ((sectortype *)(data + 22));
LoadWalls ((walltype *)(data + 24 + numsectors*sizeof(sectortype)), numwalls,
(sectortype *)(data + 22));
numsprites = *(WORD *)(data + 24 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype));
*sprites = new mapthing2_t[numsprites + 1];
CreateStartSpot ((fixed_t *)(data + 4), *sprites);
*numspr = 1 + LoadSprites ((spritetype *)(data + 26 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype)),
numsprites, (sectortype *)(data + 22), *sprites + 1);
return true;
}
//==========================================================================
//
// P_LoadBloodMap
//
//==========================================================================
static bool P_LoadBloodMap (BYTE *data, size_t len, mapthing2_t **mapthings, int *numspr)
{
BYTE infoBlock[37];
int mapver = data[5];
DWORD matt;
int numRevisions, numWalls, numsprites, skyLen;
int i;
int k;
if (mapver != 6 && mapver != 7)
{
return false;
}
matt = *(DWORD *)(data + 28);
if (matt != 0 &&
matt != MAKE_ID('M','a','t','t') &&
matt != MAKE_ID('t','t','a','M'))
{
Decrypt (infoBlock, data + 6, 37, 0x7474614d);
}
else
{
memcpy (infoBlock, data + 6, 37);
}
numRevisions = *(DWORD *)(infoBlock + 27);
numsectors = *(WORD *)(infoBlock + 31);
numWalls = *(WORD *)(infoBlock + 33);
numsprites = *(WORD *)(infoBlock + 35);
skyLen = 2 << *(WORD *)(infoBlock + 16);
if (mapver == 7)
{
// Version 7 has some extra stuff after the info block. This
// includes a copyright, and I have no idea what the rest of
// it is.
data += 171;
}
else
{
data += 43;
}
// Skip the sky info.
data += skyLen;
sectortype *bsec = new sectortype[numsectors];
walltype *bwal = new walltype[numWalls];
spritetype *bspr = new spritetype[numsprites];
// Read sectors
k = numRevisions * sizeof(sectortype);
for (i = 0; i < numsectors; ++i)
{
if (mapver == 7)
{
Decrypt (&bsec[i], data, sizeof(sectortype), k);
}
else
{
memcpy (&bsec[i], data, sizeof(sectortype));
}
data += sizeof(sectortype);
if (bsec[i].extra > 0) // skip Xsector
{
data += 60;
}
}
// Read walls
k |= 0x7474614d;
for (i = 0; i < numWalls; ++i)
{
if (mapver == 7)
{
Decrypt (&bwal[i], data, sizeof(walltype), k);
}
else
{
memcpy (&bwal[i], data, sizeof(walltype));
}
data += sizeof(walltype);
if (bwal[i].extra > 0) // skip Xwall
{
data += 24;
}
}
// Read sprites
k = (numRevisions * sizeof(spritetype)) | 0x7474614d;
for (i = 0; i < numsprites; ++i)
{
if (mapver == 7)
{
Decrypt (&bspr[i], data, sizeof(spritetype), k);
}
else
{
memcpy (&bspr[i], data, sizeof(spritetype));
}
data += sizeof(spritetype);
if (bspr[i].extra > 0) // skip Xsprite
{
data += 56;
}
}
// Now convert to Doom format, since we've extracted all the standard
// BUILD info from the map we need. (Sprites are ignored.)
LoadSectors (bsec);
LoadWalls (bwal, numWalls, bsec);
*mapthings = new mapthing2_t[numsprites + 1];
CreateStartSpot ((fixed_t *)infoBlock, *mapthings);
*numspr = 1 + LoadSprites (bspr, numsprites, bsec, *mapthings + 1);
delete[] bsec;
delete[] bwal;
delete[] bspr;
return true;
}
//==========================================================================
//
// LoadSectors
//
//==========================================================================
static void LoadSectors (sectortype *bsec)
{
FDynamicColormap *map = GetSpecialLights (PalEntry (255,255,255), level.fadeto, 0);
sector_t *sec;
char tnam[9];
sec = sectors = new sector_t[numsectors];
memset (sectors, 0, sizeof(sector_t)*numsectors);
for (int i = 0; i < numsectors; ++i, ++bsec, ++sec)
{
bsec->wallptr = WORD(bsec->wallptr);
bsec->wallnum = WORD(bsec->wallnum);
bsec->ceilingstat = WORD(bsec->ceilingstat);
bsec->floorstat = WORD(bsec->floorstat);
sec->floortexz = -(LittleLong(bsec->floorz) << 8);
sec->floorplane.d = -sec->floortexz;
sec->floorplane.c = FRACUNIT;
sec->floorplane.ic = FRACUNIT;
sprintf (tnam, "BTIL%04d", LittleShort(bsec->floorpicnum));
sec->floorpic = TexMan.GetTexture (tnam, FTexture::TEX_Build);
sec->floor_xscale = (bsec->floorstat & 8) ? FRACUNIT*2 : FRACUNIT;
sec->floor_yscale = (bsec->floorstat & 8) ? FRACUNIT*2 : FRACUNIT;
sec->floor_xoffs = (bsec->floorxpanning << FRACBITS) + (32 << FRACBITS);
sec->floor_yoffs = bsec->floorypanning << FRACBITS;
sec->FloorLight = SHADE2LIGHT (bsec->floorshade);
sec->FloorFlags = SECF_ABSLIGHTING;
sec->ceilingtexz = -(LittleLong(bsec->ceilingz) << 8);
sec->ceilingplane.d = sec->ceilingtexz;
sec->ceilingplane.c = -FRACUNIT;
sec->ceilingplane.ic = -FRACUNIT;
sprintf (tnam, "BTIL%04d", LittleShort(bsec->ceilingpicnum));
sec->ceilingpic = TexMan.GetTexture (tnam, FTexture::TEX_Build);
if (bsec->ceilingstat & 1)
{
sky1texture = sky2texture = sec->ceilingpic;
sec->ceilingpic = skyflatnum;
}
sec->ceiling_xscale = (bsec->ceilingstat & 8) ? FRACUNIT*2 : FRACUNIT;
sec->ceiling_yscale = (bsec->ceilingstat & 8) ? FRACUNIT*2 : FRACUNIT;
sec->ceiling_xoffs = (bsec->ceilingxpanning << FRACBITS) + (32 << FRACBITS);
sec->ceiling_yoffs = bsec->ceilingypanning << FRACBITS;
sec->CeilingLight = SHADE2LIGHT (bsec->ceilingshade);
sec->CeilingFlags = SECF_ABSLIGHTING;
sec->lightlevel = (sec->FloorLight + sec->CeilingLight) / 2;
sec->seqType = -1;
sec->nextsec = -1;
sec->prevsec = -1;
sec->gravity = 1.f;
sec->friction = ORIG_FRICTION;
sec->movefactor = ORIG_FRICTION_FACTOR;
sec->ColorMap = map;
sec->ZoneNumber = 0xFFFF;
if (bsec->floorstat & 4)
{
sec->floor_angle = ANGLE_90;
sec->floor_xscale = -sec->floor_xscale;
}
if (bsec->floorstat & 16)
{
sec->floor_xscale = -sec->floor_xscale;
}
if (bsec->floorstat & 32)
{
sec->floor_yscale = -sec->floor_yscale;
}
if (bsec->ceilingstat & 4)
{
sec->ceiling_angle = ANGLE_90;
sec->floor_yscale = -sec->floor_yscale;
}
if (bsec->ceilingstat & 16)
{
sec->ceiling_xscale = -sec->ceiling_xscale;
}
if (bsec->ceilingstat & 32)
{
sec->ceiling_yscale = -sec->ceiling_yscale;
}
}
}
//==========================================================================
//
// LoadWalls
//
//==========================================================================
static void LoadWalls (walltype *walls, int numwalls, sectortype *bsec)
{
int i, j;
// Setting numvertexes to the same as numwalls is overly conservative,
// but the extra vertices will be removed during the BSP building pass.
numsides = numvertexes = numwalls;
numlines = 0;
sides = new side_t[numsides];
memset (sides, 0, numsides*sizeof(side_t));
vertexes = new vertex_t[numvertexes];
numvertexes = 0;
// First mark each sidedef with the sector it belongs to
for (i = 0; i < numsectors; ++i)
{
if (bsec[i].wallptr >= 0)
{
for (j = 0; j < bsec[i].wallnum; ++j)
{
sides[j + bsec[i].wallptr].sector = sectors + i;
}
}
}
// Now copy wall properties to their matching sidedefs
for (i = 0; i < numwalls; ++i)
{
char tnam[9];
int overpic, pic;
sprintf (tnam, "BTIL%04d", LittleShort(walls[i].picnum));
pic = TexMan.GetTexture (tnam, FTexture::TEX_Build);
sprintf (tnam, "BTIL%04d", LittleShort(walls[i].overpicnum));
overpic = TexMan.GetTexture (tnam, FTexture::TEX_Build);
walls[i].x = LittleLong(walls[i].x);
walls[i].y = LittleLong(walls[i].y);
walls[i].point2 = LittleShort(walls[i].point2);
walls[i].cstat = LittleShort(walls[i].cstat);
walls[i].nextwall = LittleShort(walls[i].nextwall);
walls[i].nextsector = LittleShort(walls[i].nextsector);
sides[i].SetTextureXOffset(walls[i].xpanning << FRACBITS);
sides[i].SetTextureYOffset(walls[i].ypanning << FRACBITS);
sides[i].SetTexture(side_t::top, pic);
sides[i].SetTexture(side_t::bottom, pic);
if (walls[i].nextsector < 0 || (walls[i].cstat & 32))
{
sides[i].SetTexture(side_t::mid, pic);
}
else if (walls[i].cstat & 16)
{
sides[i].SetTexture(side_t::mid, overpic);
}
else
{
sides[i].SetTexture(side_t::mid, 0);
}
sides[i].TexelLength = walls[i].xrepeat * 8;
sides[i].Light = SHADE2LIGHT(walls[i].shade);
sides[i].Flags = WALLF_ABSLIGHTING;
sides[i].RightSide = walls[i].point2;
sides[walls[i].point2].LeftSide = i;
if (walls[i].nextwall >= 0 && walls[i].nextwall <= i)
{
sides[i].linenum = sides[walls[i].nextwall].linenum;
}
else
{
sides[i].linenum = numlines++;
}
}
// Set line properties that Doom doesn't store per-sidedef
lines = new line_t[numlines];
memset (lines, 0, numlines*sizeof(line_t));
for (i = 0, j = -1; i < numwalls; ++i)
{
if (walls[i].nextwall >= 0 && walls[i].nextwall <= i)
{
continue;
}
j = sides[i].linenum;
lines[j].sidenum[0] = i;
lines[j].sidenum[1] = walls[i].nextwall;
lines[j].v1 = FindVertex (walls[i].x, walls[i].y);
lines[j].v2 = FindVertex (walls[walls[i].point2].x, walls[walls[i].point2].y);
lines[j].frontsector = sides[i].sector;
lines[j].flags |= ML_WRAP_MIDTEX;
if (walls[i].nextsector >= 0)
{
lines[j].backsector = sectors + walls[i].nextsector;
lines[j].flags |= ML_TWOSIDED;
}
else
{
lines[j].backsector = NULL;
}
P_AdjustLine (&lines[j]);
if (walls[i].cstat & 128)
{
if (walls[i].cstat & 512)
{
lines[j].alpha = 255/3;
}
else
{
lines[j].alpha = 255*2/3;
}
}
if (walls[i].cstat & 1)
{
lines[j].flags |= ML_BLOCKING;
}
if (walls[i].nextwall < 0)
{
if (walls[i].cstat & 4)
{
lines[j].flags |= ML_DONTPEGBOTTOM;
}
}
else
{
if (walls[i].cstat & 4)
{
lines[j].flags |= ML_DONTPEGTOP;
}
else
{
lines[j].flags |= ML_DONTPEGBOTTOM;
}
}
if (walls[i].cstat & 64)
{
lines[j].flags |= ML_BLOCKEVERYTHING;
}
}
// Finish setting sector properties that depend on walls
for (i = 0; i < numsectors; ++i, ++bsec)
{
SlopeWork slope;
slope.wal = &walls[bsec->wallptr];
slope.wal2 = &walls[slope.wal->point2];
slope.dx = slope.wal2->x - slope.wal->x;
slope.dy = slope.wal2->y - slope.wal->y;
slope.i = long (sqrt ((double)(slope.dx*slope.dx+slope.dy*slope.dy))) << 5;
if (slope.i == 0)
{
continue;
}
if ((bsec->floorstat & 2) && (bsec->floorheinum != 0))
{ // floor is sloped
slope.heinum = -LittleShort(bsec->floorheinum);
slope.z[0] = slope.z[1] = slope.z[2] = -bsec->floorz;
CalcPlane (slope, sectors[i].floorplane);
}
if ((bsec->ceilingstat & 2) && (bsec->ceilingheinum != 0))
{ // ceiling is sloped
slope.heinum = -LittleShort(bsec->ceilingheinum);
slope.z[0] = slope.z[1] = slope.z[2] = -bsec->ceilingz;
CalcPlane (slope, sectors[i].ceilingplane);
}
if (bsec->floorstat & 64)
{ // floor is aligned to first wall
R_AlignFlat (sides[bsec->wallptr].linenum,
lines[sides[bsec->wallptr].linenum].sidenum[1] == (DWORD)bsec->wallptr, 0);
}
if (bsec->ceilingstat & 64)
{ // ceiling is aligned to first wall
R_AlignFlat (sides[bsec->wallptr].linenum,
lines[sides[bsec->wallptr].linenum].sidenum[1] == (DWORD)bsec->wallptr, 0);
}
}
}
//==========================================================================
//
// LoadSprites
//
//==========================================================================
static int LoadSprites (spritetype *sprites, int numsprites, sectortype *bsectors,
mapthing2_t *mapthings)
{
char name[9];
int picnum;
int count = 0;
for (int i = 0; i < numsprites; ++i)
{
if (sprites[i].cstat & (16|32|32768)) continue;
if (sprites[i].xrepeat == 0 || sprites[i].yrepeat == 0) continue;
sprintf (name, "BTIL%04d", sprites[i].picnum);
picnum = TexMan.GetTexture (name, FTexture::TEX_Build);
mapthings[count].thingid = 0;
mapthings[count].x = (short)(sprites[i].x >> 4);
mapthings[count].y = -(short)(sprites[i].y >> 4);
mapthings[count].z = (short)((bsectors[sprites[i].sectnum].floorz - sprites[i].z) >> 8);
mapthings[count].angle = (((2048-sprites[i].ang) & 2047) * 360) >> 11;
mapthings[count].type = 9988;
mapthings[count].flags = MTF_FIGHTER|MTF_CLERIC|MTF_MAGE|MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH|MTF_EASY|MTF_NORMAL|MTF_HARD;
mapthings[count].special = 0;
mapthings[count].args[0] = picnum & 255;
mapthings[count].args[1] = picnum >> 8;
mapthings[count].args[2] = sprites[i].xrepeat;
mapthings[count].args[3] = sprites[i].yrepeat;
mapthings[count].args[4] = (sprites[i].cstat & 14) | ((sprites[i].cstat >> 9) & 1);
count++;
}
return count;
}
//==========================================================================
//
// FindVertex
//
//==========================================================================
vertex_t *FindVertex (fixed_t x, fixed_t y)
{
int i;
x <<= 12;
y = -(y << 12);
for (i = 0; i < numvertexes; ++i)
{
if (vertexes[i].x == x && vertexes[i].y == y)
{
return &vertexes[i];
}
}
vertexes[i].x = x;
vertexes[i].y = y;
numvertexes++;
return &vertexes[i];
}
//==========================================================================
//
// CreateStartSpot
//
//==========================================================================
static void CreateStartSpot (fixed_t *pos, mapthing2_t *start)
{
short angle = LittleShort(*(WORD *)(&pos[3]));
mapthing2_t mt =
{
0, short(LittleLong(pos[0])>>4), short((-LittleLong(pos[1]))>>4), 0,// tid, x, y, z
short(Scale ((2048-angle)&2047, 360, 2048)), 1, // angle, type
7|MTF_SINGLE|224, // flags
// special and args are 0
};
*start = mt;
}
//==========================================================================
//
// CalcPlane
//
//==========================================================================
static void CalcPlane (SlopeWork &slope, secplane_t &plane)
{
FVector3 pt[3];
long j;
slope.x[0] = slope.wal->x; slope.y[0] = slope.wal->y;
slope.x[1] = slope.wal2->x; slope.y[1] = slope.wal2->y;
if (slope.dx == 0)
{
slope.x[2] = slope.x[0] + 64;
slope.y[2] = slope.y[0];
}
else
{
slope.x[2] = slope.x[0];
slope.y[2] = slope.y[0] + 64;
}
j = DMulScale3 (slope.dx, slope.y[2]-slope.wal->y,
-slope.dy, slope.x[2]-slope.wal->x);
slope.z[2] += Scale (slope.heinum, j, slope.i);
pt[0] = FVector3(slope.dx, -slope.dy, 0);
pt[1] = FVector3(slope.x[2] - slope.x[0], slope.y[0] - slope.y[2], (slope.z[2] - slope.z[0]) / 16);
pt[2] = (pt[0] ^ pt[1]).Unit();
if ((pt[2][2] < 0 && plane.c > 0) || (pt[2][2] > 0 && plane.c < 0))
{
pt[2] = -pt[2];
}
plane.a = fixed_t(pt[2][0]*65536.f);
plane.b = fixed_t(pt[2][1]*65536.f);
plane.c = fixed_t(pt[2][2]*65536.f);
plane.ic = fixed_t(65536.f/pt[2][2]);
plane.d = -TMulScale8
(plane.a, slope.x[0]<<4, plane.b, (-slope.y[0])<<4, plane.c, slope.z[0]);
}
//==========================================================================
//
// Decrypt
//
// Note that this is different from the general RFF encryption.
//
//==========================================================================
static void Decrypt (void *to_, const void *from_, int len, int key)
{
BYTE *to = (BYTE *)to_;
const BYTE *from = (const BYTE *)from_;
for (int i = 0; i < len; ++i, ++key)
{
to[i] = from[i] ^ key;
}
}
//==========================================================================
//
// Just an actor to make the Build sprites show up. It doesn't do anything
// with them other than display them.
//
//==========================================================================
class ACustomSprite : public AActor
{
DECLARE_ACTOR (ACustomSprite, AActor);
public:
void BeginPlay ();
};
FState ACustomSprite::States[] =
{
S_NORMAL (TNT1, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ACustomSprite, Any, 9988, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_SpawnState (0)
END_DEFAULTS
void ACustomSprite::BeginPlay ()
{
Super::BeginPlay ();
picnum = args[0] + args[1]*256;
scaleX = args[2] * (FRACUNIT/64);
scaleY = args[3] * (FRACUNIT/64);
if (args[4] & 2)
{
RenderStyle = STYLE_Translucent;
if (args[4] & 1)
alpha = TRANSLUC66;
else
alpha = TRANSLUC33;
}
if (args[4] & 4)
renderflags |= RF_XFLIP;
if (args[4] & 8)
renderflags |= RF_YFLIP;
}