qzdoom/src/p_buildmap.cpp
Christoph Oelckers 6c21616c85 - Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
  UDMF can define up to 16 of each. Also separated easy/baby and
  hard/nightmare and changed default MAPINFO definitions.
- Changed: Crosshair drawing uses the current player class's default health instead
  of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
  all user settable flags from MoreFlags into their own Flags variable.


SVN r964 (trunk)
2008-05-11 21:16:32 +00:00

796 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, FMapThing **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, FMapThing *mapthings);
static vertex_t *FindVertex (fixed_t x, fixed_t y);
static void CreateStartSpot (fixed_t *pos, FMapThing *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, FMapThing **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 FMapThing[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, FMapThing **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 FMapThing[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 = FRACUNIT/3;
}
else
{
lines[j].Alpha = FRACUNIT*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,
FMapThing *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 = (sprites[i].x << 12);
mapthings[count].y = -(sprites[i].y << 12);
mapthings[count].z = (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].ClassFilter = 0xffff;
mapthings[count].SkillFilter = 0xffff;
mapthings[count].flags = MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH;
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, FMapThing *start)
{
short angle = LittleShort(*(WORD *)(&pos[3]));
FMapThing mt =
{
0, (LittleLong(pos[0])<<12), ((-LittleLong(pos[1]))<<12), 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;
}