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Mapster32: in linking tag determination, handle 'on' switch picnums (+1).
git-svn-id: https://svn.eduke32.com/eduke32@4465 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 49 additions and 7 deletions
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@ -981,6 +981,36 @@ int32_t taglab_gettag(const char *label)
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static uint64_t taglab_nolink_SEs = (1ull<<10)|(1ull<<27)|(1ull<<28)|(1ull<<29)|
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(1ull<<31)|(1ull<<32)|(1ull<<49)|(1ull<<50);
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//// Case lists of switch picnums. Pretty much CODEDUP from sector.c.
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// List of switches that function like dip (combination lock) switches.
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#define DIPSWITCH_LIKE_CASES \
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DIPSWITCH: \
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case TECHSWITCH: \
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case ALIENSWITCH
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// List of access switches.
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#define ACCESS_SWITCH_CASES \
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ACCESSSWITCH: \
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case ACCESSSWITCH2
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// List of switches that don't fit the two preceding categories, and are not
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// the MULTISWITCH. 13 cases.
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#define REST_SWITCH_CASES \
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DIPSWITCH2: \
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case DIPSWITCH3: \
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case FRANKENSTINESWITCH: \
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case HANDSWITCH: \
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case LIGHTSWITCH2: \
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case LIGHTSWITCH: \
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case LOCKSWITCH1: \
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case POWERSWITCH1: \
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case POWERSWITCH2: \
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case PULLSWITCH: \
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case SLOTDOOR: \
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case SPACEDOORSWITCH: \
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case SPACELIGHTSWITCH
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// Whether the individual tags have linking semantics. Based on
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// http://infosuite.duke4.net/index.php?page=references_special_textures
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// The return value is an OR of the following:
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@ -1016,11 +1046,11 @@ int32_t taglab_linktags(int32_t spritep, int32_t num)
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break;
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// various lotag-linkers
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// NOTE: switch picnums are handled together with walls below.
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case ACTIVATOR: case TOUCHPLATE: case ACTIVATORLOCKED: case MASTERSWITCH:
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case RESPAWN: // ---
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case ACCESSSWITCH: case ACCESSSWITCH2:
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case MULTISWITCH: // *
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case DIPSWITCH: case TECHSWITCH: case ALIENSWITCH: case TARGET: case DUCK:
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case TARGET: case DUCK:
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case REACTOR:
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case CAMERA1:
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link = 1;
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@ -1041,6 +1071,7 @@ int32_t taglab_linktags(int32_t spritep, int32_t num)
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else // walls
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{
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#ifdef YAX_ENABLE
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// XXX: only for non-VX map versions.
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if (yax_getnextwall(num, YAX_CEILING) < 0)
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#endif
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switch (picnum)
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@ -1061,11 +1092,9 @@ int32_t taglab_linktags(int32_t spritep, int32_t num)
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// try a few that work both as sprites and as walls
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switch (picnum)
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{
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case ACCESSSWITCH: case SLOTDOOR: case LIGHTSWITCH: case SPACEDOORSWITCH:
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case SPACELIGHTSWITCH: case FRANKENSTINESWITCH: case MULTISWITCH:
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case DIPSWITCH: case DIPSWITCH2: case TECHSWITCH: case DIPSWITCH3:
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case ACCESSSWITCH2: case LIGHTSWITCH2: case POWERSWITCH1: case LOCKSWITCH1:
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case POWERSWITCH2: case HANDSWITCH: case PULLSWITCH: case ALIENSWITCH: // ---
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case ACCESS_SWITCH_CASES:
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case DIPSWITCH_LIKE_CASES:
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case REST_SWITCH_CASES:
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case DOORTILE5: case DOORTILE6: case DOORTILE1: case DOORTILE2: case DOORTILE3:
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case DOORTILE4: case DOORTILE7: case DOORTILE8: case DOORTILE9: case DOORTILE10:
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case DOORTILE22: case DOORTILE18: case DOORTILE19: case DOORTILE20:
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@ -1074,6 +1103,19 @@ int32_t taglab_linktags(int32_t spritep, int32_t num)
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link = 1;
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break;
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}
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// handle 'on' positions of non-access switches
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switch (picnum - 1)
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{
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case DIPSWITCH_LIKE_CASES:
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case REST_SWITCH_CASES:
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link = 1;
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break;
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}
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// handle all positions of the multiswitch
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if (picnum >= MULTISWITCH && picnum <= MULTISWITCH+3)
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link = 1;
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}
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g_iReturnVar = link;
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