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//-------------------------------------------------------------------------
/*
Copyright ( C ) 1996 , 2005 - 3 D Realms Entertainment
This file is NOT part of Shadow Warrior version 1.2
However , it is either an older version of a file that is , or is
some test code written during the development of Shadow Warrior .
This file is provided purely for educational interest .
Shadow Warrior 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 . , 51 Franklin Street , Fifth Floor , Boston , MA 02110 - 1301 , USA .
Prepared for public release : 03 / 28 / 2005 - Charlie Wiederhold , 3 D Realms
*/
//-------------------------------------------------------------------------
# include "build.h"
# include "editor.h"
# include "keys.h"
# include "names2.h"
# include "game.h"
extern int qsetmode ;
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SWBOOL FindCeilingView ( short match , int32_t * x , int32_t * y , int32_t z , int16_t * sectnum ) ;
SWBOOL FindFloorView ( short match , int32_t * x , int32_t * y , int32_t z , int16_t * sectnum ) ;
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short ViewSectorInScene ( short cursectnum , short type , short level ) ;
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void Message ( const char * string , char color ) ;
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void
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_Assert ( const char * expr , const char * strFile , unsigned uLine )
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{
printf ( ds , " Assertion failed: %s %s, line %u \n " , expr , strFile , uLine ) ;
//DSPRINTF(ds, "Assertion failed: %s %s, line %u", expr, strFile, uLine);
MONO_PRINT ( ds ) ;
exit ( 0 ) ;
}
////////////////////////////////////////////////////////////////////
//
// FLOOR ABOVE FLOOR
//
////////////////////////////////////////////////////////////////////
# define ZMAX 400
typedef struct
{
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int32_t zval [ ZMAX ] ;
int16_t sectnum [ ZMAX ] ;
int16_t pic [ ZMAX ] ;
int16_t slope [ ZMAX ] ;
int16_t zcount ;
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} SAVE , * SAVEp ;
SAVE save ;
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SWBOOL FAF_DebugView = 0 ;
SWBOOL FAFon = 0 ;
SWBOOL FAF_DontMoveSectors = FALSE ;
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short bak_searchsector , bak_searchwall , bak_searchstat ;
extern short searchsector , searchwall , searchstat , searchit ;
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void SetupBuildFAF ( void ) ;
void ResetBuildFAF ( void ) ;
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void ToggleFAF ( void )
{
if ( keystatus [ KEYSC_3 ] )
{
keystatus [ KEYSC_3 ] = FALSE ;
FLIP ( FAFon , 1 ) ;
if ( FAFon )
{
SetupBuildFAF ( ) ;
}
else
{
ResetBuildFAF ( ) ;
}
}
if ( FAFon & & qsetmode = = 200 )
{
SW: setsprite, setspritez, getzrange, clipmove, pushmove, neartag, dragpoint, screencapture, md_tilehasmodel, preparemirror, saveboard, loadboard, pos
git-svn-id: https://svn.eduke32.com/eduke32@5201 1a8010ca-5511-0410-912e-c29ae57300e0
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DrawOverlapRoom ( pos . x , pos . y , pos . z , ang , horiz , cursectnum ) ;
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// make it so that you can edit both areas in 3D
// back up vars after the first drawrooms
bak_searchsector = searchsector ;
bak_searchwall = searchwall ;
bak_searchstat = searchstat ;
searchit = 2 ;
}
if ( FAFon & & qsetmode = = 200 & & keystatus [ KEYSC_4 ] )
{
short match ;
int tx , ty , tz ;
short tsectnum ;
short i ;
keystatus [ KEYSC_4 ] = FALSE ;
SW: setsprite, setspritez, getzrange, clipmove, pushmove, neartag, dragpoint, screencapture, md_tilehasmodel, preparemirror, saveboard, loadboard, pos
git-svn-id: https://svn.eduke32.com/eduke32@5201 1a8010ca-5511-0410-912e-c29ae57300e0
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tx = pos . x ;
ty = pos . y ;
tz = pos . z ;
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tsectnum = cursectnum ;
save . zcount = 0 ;
if ( sector [ cursectnum ] . ceilingpicnum = = FAF_MIRROR_PIC )
{
match = ViewSectorInScene ( tsectnum , VIEW_THRU_CEILING , VIEW_LEVEL1 ) ;
FAF_DontMoveSectors = TRUE ;
FindCeilingView ( match , & tx , & ty , tz , & tsectnum ) ;
FAF_DontMoveSectors = FALSE ;
SW: setsprite, setspritez, getzrange, clipmove, pushmove, neartag, dragpoint, screencapture, md_tilehasmodel, preparemirror, saveboard, loadboard, pos
git-svn-id: https://svn.eduke32.com/eduke32@5201 1a8010ca-5511-0410-912e-c29ae57300e0
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pos . x = tx ;
pos . y = ty ;
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cursectnum = tsectnum ;
SW: setsprite, setspritez, getzrange, clipmove, pushmove, neartag, dragpoint, screencapture, md_tilehasmodel, preparemirror, saveboard, loadboard, pos
git-svn-id: https://svn.eduke32.com/eduke32@5201 1a8010ca-5511-0410-912e-c29ae57300e0
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pos . z = sector [ cursectnum ] . floorz - Z ( 20 ) ;
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}
else if ( sector [ cursectnum ] . floorpicnum = = FAF_MIRROR_PIC )
{
match = ViewSectorInScene ( tsectnum , VIEW_THRU_FLOOR , VIEW_LEVEL2 ) ;
FAF_DontMoveSectors = TRUE ;
FindFloorView ( match , & tx , & ty , tz , & tsectnum ) ;
FAF_DontMoveSectors = FALSE ;
SW: setsprite, setspritez, getzrange, clipmove, pushmove, neartag, dragpoint, screencapture, md_tilehasmodel, preparemirror, saveboard, loadboard, pos
git-svn-id: https://svn.eduke32.com/eduke32@5201 1a8010ca-5511-0410-912e-c29ae57300e0
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pos . x = tx ;
pos . y = ty ;
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cursectnum = tsectnum ;
SW: setsprite, setspritez, getzrange, clipmove, pushmove, neartag, dragpoint, screencapture, md_tilehasmodel, preparemirror, saveboard, loadboard, pos
git-svn-id: https://svn.eduke32.com/eduke32@5201 1a8010ca-5511-0410-912e-c29ae57300e0
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pos . z = sector [ cursectnum ] . ceilingz + Z ( 20 ) ;
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}
}
}
void FAF_AfterDrawRooms ( void )
{
// make it so that you can edit both areas in 3D
// if your cursor is in the FAF_MIRROR_PIC area use the vars from the first
// drawrooms instead
if ( ( searchstat = = 1 & & sector [ searchsector ] . ceilingpicnum = = FAF_MIRROR_PIC ) | |
( searchstat = = 2 & & sector [ searchsector ] . floorpicnum = = FAF_MIRROR_PIC ) )
{
searchsector = bak_searchsector ;
searchwall = bak_searchwall ;
searchstat = bak_searchstat ;
}
}
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void
SetupBuildFAF ( void )
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{
short i , nexti ;
SPRITEp sp , vc_sp , vf_sp , vl_sp ;
short SpriteNum , NextSprite ;
short vc , nextvc , vf , nextvf , l , nextl ;
int zdiff ;
// move every sprite to the correct list
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_DEFAULT ] , SpriteNum , NextSprite )
{
sp = & sprite [ SpriteNum ] ;
if ( sp - > picnum ! = ST1 )
continue ;
switch ( sp - > hitag )
{
case VIEW_THRU_CEILING :
case VIEW_THRU_FLOOR :
{
int i , nexti ;
// make sure there is only one set per level of these
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_FAF ] , i , nexti )
{
if ( sprite [ i ] . hitag = = sp - > hitag & & sprite [ i ] . lotag = = sp - > lotag )
{
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sprintf ( ds , " Two VIEW_THRU_ tags with same match found on level \n 1: x %d, y %d \n 2: x %d, y %d " , TrackerCast ( sp - > x ) , TrackerCast ( sp - > y ) , TrackerCast ( sprite [ i ] . x ) , TrackerCast ( sprite [ i ] . y ) ) ;
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Message ( ds , 0 ) ;
}
}
changespritestat ( SpriteNum , STAT_FAF ) ;
break ;
}
case VIEW_LEVEL1 :
case VIEW_LEVEL2 :
case VIEW_LEVEL3 :
case VIEW_LEVEL4 :
case VIEW_LEVEL5 :
case VIEW_LEVEL6 :
{
changespritestat ( SpriteNum , STAT_FAF ) ;
break ;
}
}
}
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_FAF ] , i , nexti )
{
sp = & sprite [ i ] ;
if ( sector [ sp - > sectnum ] . ceilingpicnum = = FAF_PLACE_MIRROR_PIC )
{
sector [ sp - > sectnum ] . ceilingpicnum = FAF_MIRROR_PIC ;
if ( sector [ sp - > sectnum ] . floorz = = sector [ sp - > sectnum ] . ceilingz )
{
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sprintf ( ds , " Mirror used for non-connect area. Use tile 342. Sect %d, x %d, y %d \n " , TrackerCast ( sp - > sectnum ) , TrackerCast ( wall [ sector [ sp - > sectnum ] . wallptr ] . x ) , TrackerCast ( wall [ sector [ sp - > sectnum ] . wallptr ] . y ) ) ;
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Message ( ds , 0 ) ;
}
}
if ( sector [ sp - > sectnum ] . floorpicnum = = FAF_PLACE_MIRROR_PIC )
{
sector [ sp - > sectnum ] . floorpicnum = FAF_MIRROR_PIC ;
if ( sector [ sp - > sectnum ] . floorz = = sector [ sp - > sectnum ] . ceilingz )
{
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sprintf ( ds , " Mirror used for non-connect area. Use tile 342. Sect %d, x %d, y %d \n " , TrackerCast ( sp - > sectnum ) , TrackerCast ( wall [ sector [ sp - > sectnum ] . wallptr ] . x ) , TrackerCast ( wall [ sector [ sp - > sectnum ] . wallptr ] . y ) ) ;
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Message ( ds , 0 ) ;
}
}
if ( sector [ sp - > sectnum ] . ceilingpicnum = = FAF_PLACE_MIRROR_PIC + 1 )
sector [ sp - > sectnum ] . ceilingpicnum = FAF_MIRROR_PIC + 1 ;
if ( sector [ sp - > sectnum ] . floorpicnum = = FAF_PLACE_MIRROR_PIC + 1 )
sector [ sp - > sectnum ] . floorpicnum = FAF_MIRROR_PIC + 1 ;
}
for ( i = 0 ; i < numwalls ; i + + )
{
if ( wall [ i ] . picnum = = FAF_PLACE_MIRROR_PIC )
wall [ i ] . picnum = FAF_MIRROR_PIC ;
if ( wall [ i ] . picnum = = FAF_PLACE_MIRROR_PIC + 1 )
wall [ i ] . picnum = FAF_MIRROR_PIC + 1 ;
}
#if 0
// check ceiling and floor heights
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_FAF ] , vc , nextvc )
{
vc_sp = & sprite [ vc ] ;
if ( vc_sp - > hitag = = VIEW_THRU_CEILING )
{
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_FAF ] , vf , nextvf )
{
vf_sp = & sprite [ vf ] ;
if ( vf_sp - > hitag = = VIEW_THRU_FLOOR & & vf_sp - > lotag = = vc_sp - > lotag )
{
zdiff = labs ( sector [ vc_sp - > sectnum ] . ceilingz - sector [ vf_sp - > sectnum ] . floorz ) ;
//DSPRINTF(ds,"zdiff %d",zdiff);
MONO_PRINT ( ds ) ;
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_FAF ] , l , nextl )
{
vl_sp = & sprite [ l ] ;
if ( vl_sp - > hitag = = VIEW_LEVEL1 )
{
if ( sector [ vl_sp - > sectnum ] . ceilingz < sector [ vc_sp - > sectnum ] . ceilingz + zdiff )
{
sprintf ( ds , " Sector %d (x %d, y %d) ceiling z to close to VIEW_THRU_CEILING z " ,
vl_sp - > sectnum , wall [ sector [ vl_sp - > sectnum ] . wallptr ] . x , wall [ sector [ vl_sp - > sectnum ] . wallptr ] . y ) ;
Message ( ds , 0 ) ;
}
}
else if ( vl_sp - > hitag = = VIEW_LEVEL2 )
{
if ( sector [ vl_sp - > sectnum ] . floorz > sector [ vf_sp - > sectnum ] . floorz + zdiff )
{
sprintf ( ds , " Sector %d (x %d, y %d)floor z to close to VIEW_THRU_FLOOR z " ,
vl_sp - > sectnum , wall [ sector [ vl_sp - > sectnum ] . wallptr ] . x , wall [ sector [ vl_sp - > sectnum ] . wallptr ] . y ) ;
Message ( ds , 0 ) ;
}
}
}
}
}
}
}
# endif
}
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void
ResetBuildFAF ( void )
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{
short i , nexti ;
SPRITEp sp ;
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_FAF ] , i , nexti )
{
sp = & sprite [ i ] ;
if ( sector [ sp - > sectnum ] . ceilingpicnum = = FAF_MIRROR_PIC )
sector [ sp - > sectnum ] . ceilingpicnum = FAF_PLACE_MIRROR_PIC ;
if ( sector [ sp - > sectnum ] . floorpicnum = = FAF_MIRROR_PIC )
sector [ sp - > sectnum ] . floorpicnum = FAF_PLACE_MIRROR_PIC ;
if ( sector [ sp - > sectnum ] . ceilingpicnum = = FAF_MIRROR_PIC + 1 )
sector [ sp - > sectnum ] . ceilingpicnum = FAF_PLACE_MIRROR_PIC + 1 ;
if ( sector [ sp - > sectnum ] . floorpicnum = = FAF_MIRROR_PIC + 1 )
sector [ sp - > sectnum ] . floorpicnum = FAF_PLACE_MIRROR_PIC + 1 ;
}
for ( i = 0 ; i < numwalls ; i + + )
{
if ( wall [ i ] . picnum = = FAF_MIRROR_PIC )
wall [ i ] . picnum = FAF_PLACE_MIRROR_PIC ;
if ( wall [ i ] . picnum = = FAF_MIRROR_PIC + 1 )
wall [ i ] . picnum = FAF_PLACE_MIRROR_PIC + 1 ;
}
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_FAF ] , i , nexti )
{
changespritestat ( i , STAT_DEFAULT ) ;
}
}
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SWBOOL
PicInView ( short tile_num , SWBOOL reset )
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{
if ( TEST ( gotpic [ tile_num > > 3 ] , 1 < < ( tile_num & 7 ) ) )
{
if ( reset )
RESET ( gotpic [ tile_num > > 3 ] , 1 < < ( tile_num & 7 ) ) ;
return TRUE ;
}
return FALSE ;
}
void
GetUpperLowerSector ( short match , int x , int y , short * upper , short * lower )
{
int i , j ;
short sectorlist [ 16 ] ;
short sln = 0 ;
short SpriteNum , Next ;
SPRITEp sp ;
// didn't find it yet so test ALL sectors
if ( sln < 2 )
{
sln = 0 ;
for ( i = numsectors - 1 ; i > = 0 ; i - - )
{
if ( inside ( x , y , ( short ) i ) = = 1 )
{
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SWBOOL found = FALSE ;
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TRAVERSE_SPRITE_SECT ( headspritesect [ i ] , SpriteNum , Next )
{
sp = & sprite [ SpriteNum ] ;
if ( sp - > statnum = = STAT_FAF & &
( sp - > hitag > = VIEW_LEVEL1 & & sp - > hitag < = VIEW_LEVEL6 )
& & sp - > lotag = = match )
{
found = TRUE ;
}
}
if ( ! found )
continue ;
sectorlist [ sln ] = i ;
sln + + ;
}
}
}
if ( sln = = 0 )
{
* upper = - 1 ;
* lower = - 1 ;
return ;
}
// Map rooms have NOT been dragged on top of each other
if ( sln = = 1 )
{
* lower = sectorlist [ 0 ] ;
* upper = sectorlist [ 0 ] ;
return ;
}
else
// Map rooms HAVE been dragged on top of each other
if ( sln > 2 )
{
// try again moving the x,y pos around until you only get two sectors
GetUpperLowerSector ( match , x - 1 , y , upper , lower ) ;
}
if ( sln = = 2 )
{
if ( sector [ sectorlist [ 0 ] ] . floorz < sector [ sectorlist [ 1 ] ] . floorz )
{
// swap
// make sectorlist[0] the LOW sector
short hold ;
hold = sectorlist [ 0 ] ;
sectorlist [ 0 ] = sectorlist [ 1 ] ;
sectorlist [ 1 ] = hold ;
}
* lower = sectorlist [ 0 ] ;
* upper = sectorlist [ 1 ] ;
}
}
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SWBOOL
FindCeilingView ( short match , int32_t * x , int32_t * y , int32_t z , int16_t * sectnum )
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{
int xoff = 0 ;
int yoff = 0 ;
short i , nexti ;
SPRITEp sp = NULL ;
short top_sprite = - 1 ;
int pix_diff ;
int newz ;
save . zcount = 0 ;
// Search Stat List For closest ceiling view sprite
// Get the match, xoff, yoff from this point
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_FAF ] , i , nexti )
{
sp = & sprite [ i ] ;
if ( sp - > hitag = = VIEW_THRU_CEILING & & sp - > lotag = = match )
{
xoff = * x - sp - > x ;
yoff = * y - sp - > y ;
break ;
}
}
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_FAF ] , i , nexti )
{
sp = & sprite [ i ] ;
if ( sp - > lotag = = match )
{
// determine x,y position
if ( sp - > hitag = = VIEW_THRU_FLOOR )
{
short upper , lower ;
* x = sp - > x + xoff ;
* y = sp - > y + yoff ;
// get new sector
GetUpperLowerSector ( match , * x , * y , & upper , & lower ) ;
* sectnum = upper ;
break ;
}
}
}
if ( * sectnum < 0 )
return FALSE ;
ASSERT ( sp ) ;
ASSERT ( sp - > hitag = = VIEW_THRU_FLOOR ) ;
if ( FAF_DontMoveSectors )
return TRUE ;
pix_diff = labs ( z - sector [ sp - > sectnum ] . floorz ) > > 8 ;
newz = sector [ sp - > sectnum ] . floorz + ( ( pix_diff / 128 ) + 1 ) * Z ( 128 ) ;
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_FAF ] , i , nexti )
{
sp = & sprite [ i ] ;
if ( sp - > lotag = = match )
{
// move lower levels ceilings up for the correct view
if ( sp - > hitag = = VIEW_LEVEL2 )
{
// save it off
save . sectnum [ save . zcount ] = sp - > sectnum ;
save . zval [ save . zcount ] = sector [ sp - > sectnum ] . floorz ;
save . pic [ save . zcount ] = sector [ sp - > sectnum ] . floorpicnum ;
save . slope [ save . zcount ] = sector [ sp - > sectnum ] . floorheinum ;
sector [ sp - > sectnum ] . floorz = newz ;
sector [ sp - > sectnum ] . floorpicnum = FAF_MIRROR_PIC + 1 ;
sector [ sp - > sectnum ] . floorheinum = 0 ;
save . zcount + + ;
ASSERT ( save . zcount < ZMAX ) ;
}
}
}
return TRUE ;
}
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SWBOOL
FindFloorView ( short match , int32_t * x , int32_t * y , int32_t z , int16_t * sectnum )
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{
int xoff = 0 ;
int yoff = 0 ;
short i , nexti ;
SPRITEp sp = NULL ;
int newz ;
int pix_diff ;
save . zcount = 0 ;
// Search Stat List For closest ceiling view sprite
// Get the match, xoff, yoff from this point
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_FAF ] , i , nexti )
{
sp = & sprite [ i ] ;
if ( sp - > hitag = = VIEW_THRU_FLOOR & & sp - > lotag = = match )
{
xoff = * x - sp - > x ;
yoff = * y - sp - > y ;
break ;
}
}
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_FAF ] , i , nexti )
{
sp = & sprite [ i ] ;
if ( sp - > lotag = = match )
{
// determine x,y position
if ( sp - > hitag = = VIEW_THRU_CEILING )
{
short upper , lower ;
* x = sp - > x + xoff ;
* y = sp - > y + yoff ;
// get new sector
GetUpperLowerSector ( match , * x , * y , & upper , & lower ) ;
* sectnum = lower ;
break ;
}
}
}
if ( * sectnum < 0 )
return FALSE ;
ASSERT ( sp ) ;
ASSERT ( sp - > hitag = = VIEW_THRU_CEILING ) ;
if ( FAF_DontMoveSectors )
return TRUE ;
// move ceiling multiple of 128 so that the wall tile will line up
pix_diff = labs ( z - sector [ sp - > sectnum ] . ceilingz ) > > 8 ;
newz = sector [ sp - > sectnum ] . ceilingz - ( ( pix_diff / 128 ) + 1 ) * Z ( 128 ) ;
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_FAF ] , i , nexti )
{
sp = & sprite [ i ] ;
if ( sp - > lotag = = match )
{
// move upper levels floors down for the correct view
if ( sp - > hitag = = VIEW_LEVEL1 )
{
// save it off
save . sectnum [ save . zcount ] = sp - > sectnum ;
save . zval [ save . zcount ] = sector [ sp - > sectnum ] . ceilingz ;
save . pic [ save . zcount ] = sector [ sp - > sectnum ] . ceilingpicnum ;
save . slope [ save . zcount ] = sector [ sp - > sectnum ] . ceilingheinum ;
sector [ sp - > sectnum ] . ceilingz = newz ;
sector [ sp - > sectnum ] . ceilingpicnum = FAF_MIRROR_PIC + 1 ;
sector [ sp - > sectnum ] . ceilingheinum = 0 ;
save . zcount + + ;
ASSERT ( save . zcount < ZMAX ) ;
}
}
}
return TRUE ;
}
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SWBOOL
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SectorInScene ( short tile_num )
{
if ( TEST ( gotsector [ tile_num > > 3 ] , 1 < < ( tile_num & 7 ) ) )
{
RESET ( gotsector [ tile_num > > 3 ] , 1 < < ( tile_num & 7 ) ) ;
return TRUE ;
}
return FALSE ;
}
short
ViewSectorInScene ( short cursectnum , short type , short level )
{
int i , nexti ;
int j , nextj ;
SPRITEp sp ;
SPRITEp sp2 ;
int cz , fz ;
short match ;
TRAVERSE_SPRITE_STAT ( headspritestat [ STAT_FAF ] , i , nexti )
{
sp = & sprite [ i ] ;
if ( sp - > hitag = = level )
{
if ( cursectnum = = sp - > sectnum )
{
// ignore case if sprite is pointing up
if ( sp - > ang = = 1536 )
continue ;
// only gets to here is sprite is pointing down
// found a potential match
match = sp - > lotag ;
return match ;
}
}
}
return - 1 ;
}
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void
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DrawOverlapRoom ( int tx , int ty , int tz , short tang , int thoriz , short tsectnum )
{
short i ;
short match ;
save . zcount = 0 ;
match = ViewSectorInScene ( tsectnum , VIEW_THRU_CEILING , VIEW_LEVEL1 ) ;
if ( match ! = - 1 )
{
FindCeilingView ( match , & tx , & ty , tz , & tsectnum ) ;
if ( tsectnum < 0 )
{
SW: setsprite, setspritez, getzrange, clipmove, pushmove, neartag, dragpoint, screencapture, md_tilehasmodel, preparemirror, saveboard, loadboard, pos
git-svn-id: https://svn.eduke32.com/eduke32@5201 1a8010ca-5511-0410-912e-c29ae57300e0
2015-05-19 22:00:38 +00:00
sprintf ( ds , " COULD NOT FIND TAGGED LEVEL2 SECTOR FROM X %d, Y %d, SECTNUM %d. " , pos . x , pos . y , cursectnum ) ;
2015-05-19 21:54:34 +00:00
Message ( ds , 0 ) ;
return ;
}
drawrooms ( tx , ty , tz , tang , thoriz , tsectnum ) ;
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renderDrawMasks ( ) ;
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// reset Z's
for ( i = 0 ; i < save . zcount ; i + + )
{
sector [ save . sectnum [ i ] ] . floorz = save . zval [ i ] ;
sector [ save . sectnum [ i ] ] . floorpicnum = save . pic [ i ] ;
sector [ save . sectnum [ i ] ] . floorheinum = save . slope [ i ] ;
}
}
else
{
match = ViewSectorInScene ( tsectnum , VIEW_THRU_FLOOR , VIEW_LEVEL2 ) ;
if ( match ! = - 1 )
{
FindFloorView ( match , & tx , & ty , tz , & tsectnum ) ;
if ( tsectnum < 0 )
{
SW: setsprite, setspritez, getzrange, clipmove, pushmove, neartag, dragpoint, screencapture, md_tilehasmodel, preparemirror, saveboard, loadboard, pos
git-svn-id: https://svn.eduke32.com/eduke32@5201 1a8010ca-5511-0410-912e-c29ae57300e0
2015-05-19 22:00:38 +00:00
sprintf ( ds , " COULD NOT FIND TAGGED LEVEL1 SECTOR FROM X %d, Y %d, SECTNUM %d. " , pos . x , pos . y , cursectnum ) ;
2015-05-19 21:54:34 +00:00
Message ( ds , 0 ) ;
return ;
}
drawrooms ( tx , ty , tz , tang , thoriz , tsectnum ) ;
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renderDrawMasks ( ) ;
2015-05-19 21:54:34 +00:00
// reset Z's
for ( i = 0 ; i < save . zcount ; i + + )
{
sector [ save . sectnum [ i ] ] . ceilingz = save . zval [ i ] ;
sector [ save . sectnum [ i ] ] . ceilingpicnum = save . pic [ i ] ;
sector [ save . sectnum [ i ] ] . ceilingheinum = save . slope [ i ] ;
}
}
}
}