//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 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. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "build.h" #include "names2.h" #include "game.h" #include "tags.h" #include "weapon.h" #include "sprite.h" #include "track.h" void CopySectorWalls(short dest_sectnum, short src_sectnum) { short dest_wall_num, src_wall_num, start_wall; dest_wall_num = sector[dest_sectnum].wallptr; src_wall_num = sector[src_sectnum].wallptr; start_wall = dest_wall_num; do { wall[dest_wall_num].picnum = wall[src_wall_num].picnum; wall[dest_wall_num].xrepeat = wall[src_wall_num].xrepeat; wall[dest_wall_num].yrepeat = wall[src_wall_num].yrepeat; wall[dest_wall_num].overpicnum = wall[src_wall_num].overpicnum; wall[dest_wall_num].pal = wall[src_wall_num].pal; wall[dest_wall_num].cstat = wall[src_wall_num].cstat; wall[dest_wall_num].shade = wall[src_wall_num].shade; wall[dest_wall_num].xpanning = wall[src_wall_num].xpanning; wall[dest_wall_num].ypanning = wall[src_wall_num].ypanning; wall[dest_wall_num].hitag = wall[src_wall_num].hitag; wall[dest_wall_num].lotag = wall[src_wall_num].lotag; wall[dest_wall_num].extra = wall[src_wall_num].extra; if (wall[dest_wall_num].nextwall >= 0 && wall[src_wall_num].nextwall >= 0) { wall[wall[dest_wall_num].nextwall].picnum = wall[wall[src_wall_num].nextwall].picnum; wall[wall[dest_wall_num].nextwall].xrepeat = wall[wall[src_wall_num].nextwall].xrepeat; wall[wall[dest_wall_num].nextwall].yrepeat = wall[wall[src_wall_num].nextwall].yrepeat; wall[wall[dest_wall_num].nextwall].overpicnum = wall[wall[src_wall_num].nextwall].overpicnum; wall[wall[dest_wall_num].nextwall].pal = wall[wall[src_wall_num].nextwall].pal; wall[wall[dest_wall_num].nextwall].cstat = wall[wall[src_wall_num].nextwall].cstat; wall[wall[dest_wall_num].nextwall].shade = wall[wall[src_wall_num].nextwall].shade; wall[wall[dest_wall_num].nextwall].xpanning = wall[wall[src_wall_num].nextwall].xpanning; wall[wall[dest_wall_num].nextwall].ypanning = wall[wall[src_wall_num].nextwall].ypanning; wall[wall[dest_wall_num].nextwall].hitag = wall[wall[src_wall_num].nextwall].hitag; wall[wall[dest_wall_num].nextwall].lotag = wall[wall[src_wall_num].nextwall].lotag; wall[wall[dest_wall_num].nextwall].extra = wall[wall[src_wall_num].nextwall].extra; } dest_wall_num = wall[dest_wall_num].point2; src_wall_num = wall[src_wall_num].point2; } while (dest_wall_num != start_wall); } void CopySectorMatch(short match) { short ed,nexted,ss,nextss; SPRITEp dest_sp, src_sp; SECTORp dsectp,ssectp; short kill, nextkill; SPRITEp k; TRAVERSE_SPRITE_STAT(headspritestat[STAT_COPY_DEST], ed, nexted) { dest_sp = &sprite[ed]; dsectp = §or[dest_sp->sectnum]; if (match != sprite[ed].lotag) continue; TRAVERSE_SPRITE_STAT(headspritestat[STAT_COPY_SOURCE], ss, nextss) { src_sp = &sprite[ss]; if (SP_TAG2(src_sp) == SPRITE_TAG2(ed) && SP_TAG3(src_sp) == SPRITE_TAG3(ed)) { short src_move, nextsrc_move; ssectp = §or[src_sp->sectnum]; // !!!!!AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHH // Don't kill anything you don't have to // this wall killing things on a Queue causing // invalid situations #if 1 // kill all sprites in the dest sector that need to be TRAVERSE_SPRITE_SECT(headspritesect[dest_sp->sectnum], kill, nextkill) { k = &sprite[kill]; // kill anything not invisible if (!TEST(k->cstat, CSTAT_SPRITE_INVISIBLE)) { if (User[kill]) { // be safe with the killing //SetSuicide(kill); } else { SpriteQueueDelete(kill); // new function to allow killing - hopefully KillSprite(kill); } } } #endif CopySectorWalls(dest_sp->sectnum, src_sp->sectnum); TRAVERSE_SPRITE_SECT(headspritesect[src_sp->sectnum], src_move, nextsrc_move) { // don't move ST1 Copy Tags if (SPRITE_TAG1(src_move) != SECT_COPY_SOURCE) { int sx,sy,dx,dy,src_xoff,src_yoff,trash; // move sprites from source to dest - use center offset // get center of src and dest sect SectorMidPoint(src_sp->sectnum, &sx, &sy, &trash); SectorMidPoint(dest_sp->sectnum, &dx, &dy, &trash); // get offset src_xoff = sx - sprite[src_move].x; src_yoff = sy - sprite[src_move].y; // move sprite to dest sector sprite[src_move].x = dx - src_xoff; sprite[src_move].y = dy - src_yoff; // change sector changespritesect(src_move, dest_sp->sectnum); // check to see if it moved on to a sector object if (TEST(sector[dest_sp->sectnum].extra, SECTFX_SECTOR_OBJECT)) { SECTOR_OBJECTp sop; extern int GlobSpeedSO; // find and add sprite to SO sop = DetectSectorObject(§or[sprite[src_move].sectnum]); AddSpriteToSectorObject(src_move, sop); // update sprites postions so they aren't in the // wrong place for one frame GlobSpeedSO = 0; RefreshPoints(sop, 0, 0, TRUE); } } } // copy sector user if there is one if (SectUser[src_sp->sectnum] || SectUser[dest_sp->sectnum]) { SECT_USERp ssectu = GetSectUser(src_sp->sectnum); SECT_USERp dsectu = GetSectUser(dest_sp->sectnum); memcpy(dsectu, ssectu, sizeof(SECT_USER)); } dsectp->hitag = ssectp->hitag; dsectp->lotag = ssectp->lotag; dsectp->floorz = ssectp->floorz; dsectp->ceilingz = ssectp->ceilingz; dsectp->floorshade = ssectp->floorshade; dsectp->ceilingshade = ssectp->ceilingshade; dsectp->floorpicnum = ssectp->floorpicnum; dsectp->ceilingpicnum = ssectp->ceilingpicnum; dsectp->floorheinum = ssectp->floorheinum; dsectp->ceilingheinum = ssectp->ceilingheinum; dsectp->floorpal = ssectp->floorpal; dsectp->ceilingpal = ssectp->ceilingpal; dsectp->floorxpanning = ssectp->floorxpanning; dsectp->ceilingxpanning = ssectp->ceilingxpanning; dsectp->floorypanning = ssectp->floorypanning; dsectp->ceilingypanning = ssectp->ceilingypanning; dsectp->floorstat = ssectp->floorstat; dsectp->ceilingstat = ssectp->ceilingstat; dsectp->extra = ssectp->extra; dsectp->visibility = ssectp->visibility; } } } // do this outside of processing loop for safety // kill all matching dest TRAVERSE_SPRITE_STAT(headspritestat[STAT_COPY_DEST], ed, nexted) { if (match == sprite[ed].lotag) KillSprite(ed); } // kill all matching sources TRAVERSE_SPRITE_STAT(headspritestat[STAT_COPY_SOURCE], ss, nextss) { if (match == sprite[ss].lotag) KillSprite(ss); } }