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This adds back in the engine's old automapping feature
This was removed a long time ago because Duke3D and Shadow Warrior don't use it. git-svn-id: https://svn.eduke32.com/eduke32@7873 1a8010ca-5511-0410-912e-c29ae57300e0 # Conflicts: # source/build/src/polymer.cpp # source/build/src/polymost.cpp
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4 changed files with 20 additions and 6 deletions
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@ -869,6 +869,7 @@ EXTERN int32_t windowpos, windowx, windowy;
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// spritenum = 54;
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// show2dsprite[spritenum>>3] &= ~(1<<(spritenum&7));
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EXTERN int automapping;
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EXTERN char show2dsector[(MAXSECTORS+7)>>3];
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EXTERN char show2dwall[(MAXWALLS+7)>>3];
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EXTERN char show2dsprite[(MAXSPRITES+7)>>3];
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@ -1674,10 +1674,8 @@ static void classicScanSector(int16_t startsectnum)
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return;
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}
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if (automapping)
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{
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if (automapping)
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show2dsector[startsectnum>>3] |= pow2char[startsectnum&7];
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}
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sectorborder[0] = startsectnum;
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int32_t sectorbordercnt = 1;
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@ -6222,6 +6220,9 @@ draw_as_face_sprite:
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classicDrawVoxel(tspr->x,tspr->y,tspr->z,i,daxrepeat,(int32_t)tspr->yrepeat,vtilenum,
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tspr->shade,tspr->pal,lwall,swall,tspr->cstat,(tspr->cstat&48)!=48,floorz,ceilingz);
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}
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if (automapping == 1 && (unsigned)spritenum < MAXSPRITES)
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show2dsprite[spritenum>>3] |= pow2char[spritenum&7];
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}
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static void renderDrawSprite(int32_t snum)
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@ -8643,6 +8644,12 @@ int32_t renderDrawRoomsQ16(int32_t daposx, int32_t daposy, int32_t daposz,
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classicDrawBunches(closest);
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if (automapping)
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{
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for (int z=bunchfirst[closest]; z>=0; z=bunchp2[z])
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show2dwall[thewall[z]>>3] |= pow2char[thewall[z]&7];
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}
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numbunches--;
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bunchfirst[closest] = bunchfirst[numbunches];
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bunchlast[closest] = bunchlast[numbunches];
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@ -4974,7 +4974,8 @@ void polymost_scansector(int32_t sectnum)
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{
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if (sectnum < 0) return;
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if (automapping) show2dsector[sectnum>>3] |= pow2char[sectnum&7];
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if (automapping)
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show2dsector[sectnum>>3] |= pow2char[sectnum&7];
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sectorborder[0] = sectnum;
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int sectorbordercnt = 1;
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@ -5453,8 +5454,8 @@ void polymost_drawrooms()
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if (automapping)
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{
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for (int z = bunchfirst[closest]; z >= 0; z = bunchp2[z])
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show2dwall[thewall[z] >> 3] |= pow2char[thewall[z] & 7];
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for (int z=bunchfirst[closest]; z>=0; z=bunchp2[z])
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show2dwall[thewall[z]>>3] |= pow2char[thewall[z]&7];
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}
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numbunches--;
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@ -6457,6 +6458,10 @@ void polymost_drawsprite(int32_t snum)
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case 3: // Voxel sprite
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break;
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}
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if (automapping == 1 && (unsigned)spritenum < MAXSPRITES)
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show2dsprite[spritenum>>3] |= pow2char[spritenum&7];
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_drawsprite_return:
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polymost_identityrotmat();
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tilesiz[globalpicnum] = oldsiz;
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@ -1261,6 +1261,7 @@ static void Gv_AddSystemVars(void)
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Gv_NewVar("WORKSLIKE", 0, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER | GAMEVAR_READONLY);
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Gv_NewVar("ZRANGE", 4, GAMEVAR_SYSTEM | GAMEVAR_PERPLAYER);
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Gv_NewVar("automapping", (intptr_t)&automapping, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR);
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Gv_NewVar("cameraang", (intptr_t)&ud.cameraq16ang, GAMEVAR_SYSTEM | GAMEVAR_Q16PTR);
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Gv_NewVar("cameraclock", (intptr_t)&g_cameraClock, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR);
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Gv_NewVar("cameradist", (intptr_t)&g_cameraDistance, GAMEVAR_SYSTEM | GAMEVAR_INT32PTR);
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