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188 lines
4.7 KiB
C
188 lines
4.7 KiB
C
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "build.h"
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#include "names2.h"
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#include "game.h"
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#include "tags.h"
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#include "common_game.h"
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#include "break.h"
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#include "quake.h"
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#include "pal.h"
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#include "sprite.h"
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extern short NormalVisibility; // player.c
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extern BOOL GamePaused;
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#define VIS_VisCur(sp) (SP_TAG2(sp))
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#define VIS_VisDir(sp) (SP_TAG3(sp))
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#define VIS_VisGoal(sp) (SP_TAG4(sp))
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void ProcessVisOn(void)
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{
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short i, nexti;
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SPRITEp sp;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_VIS_ON], i, nexti)
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{
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sp = &sprite[i];
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if (VIS_VisDir(sp))
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{
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// get brighter
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VIS_VisCur(sp) >>= 1;
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//VIS_VisCur(sp) -= 16;
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if (VIS_VisCur(sp) <= VIS_VisGoal(sp))
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{
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VIS_VisCur(sp) = VIS_VisGoal(sp);
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VIS_VisDir(sp) ^= 1;
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}
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}
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else
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{
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// get darker
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VIS_VisCur(sp) <<= 1;
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VIS_VisCur(sp) += 1;
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//VIS_VisCur(sp) += 16;
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if (VIS_VisCur(sp) >= NormalVisibility)
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{
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VIS_VisCur(sp) = NormalVisibility;
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if (sp->owner >= 0)
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{
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ASSERT(User[sp->owner]);
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RESET(User[sp->owner]->Flags2, SPR2_VIS_SHADING);
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}
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KillSprite(i);
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}
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}
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}
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}
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void VisViewChange(PLAYERp pp, int *vis)
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{
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short i, nexti;
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SPRITEp sp;
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short BrightestVis = NormalVisibility;
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int x,y,z;
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short sectnum;
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if (GamePaused)
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return;
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// find the closest quake - should be a strength value
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_VIS_ON], i, nexti)
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{
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sp = &sprite[i];
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if (sp->owner >= 0)
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{
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x = sprite[sp->owner].x;
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y = sprite[sp->owner].y;
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z = sprite[sp->owner].z;
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sectnum = sprite[sp->owner].sectnum;
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}
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else
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{
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x = sp->x;
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y = sp->y;
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z = sp->z;
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sectnum = sp->sectnum;
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}
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// save off the brightest vis that you can see
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if (FAFcansee(pp->posx, pp->posy, pp->posz, pp->cursectnum, x, y, z, sectnum))
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{
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if (VIS_VisCur(sp) < BrightestVis)
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BrightestVis = VIS_VisCur(sp);
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}
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}
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*vis = BrightestVis;
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}
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int SpawnVis(short Parent, short sectnum, int x, int y, int z, int amt)
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{
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short SpriteNum;
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SPRITEp sp;
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short i,nexti;
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if (Parent >= 0)
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{
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if (sector[sprite[Parent].sectnum].floorpal == PALETTE_FOG)
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return -1;
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if (sector[sprite[Parent].sectnum].floorpal == PALETTE_DIVE_LAVA)
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return -1;
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// kill any others with the same parent
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_VIS_ON], i, nexti)
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{
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sp = &sprite[i];
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if (sp->owner == Parent)
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{
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KillSprite(i);
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}
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}
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SpriteNum = COVERinsertsprite(sprite[Parent].sectnum, STAT_VIS_ON);
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sp = &sprite[SpriteNum];
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sp->owner = Parent;
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ASSERT(User[Parent]);
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SET(User[Parent]->Flags2, SPR2_CHILDREN);
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sp->x = sprite[Parent].x;
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sp->y = sprite[Parent].y;
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sp->z = sprite[Parent].z;
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SET(User[Parent]->Flags2, SPR2_VIS_SHADING);
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}
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else
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{
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if (sector[sectnum].floorpal == PALETTE_FOG)
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return -1;
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SpriteNum = COVERinsertsprite(sectnum, STAT_VIS_ON);
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sp = &sprite[SpriteNum];
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sp->x = x;
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sp->y = y;
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sp->z = z - Z(20);
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sp->owner = -1;
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}
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sp->cstat = 0;
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sp->extra = 0;
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VIS_VisDir(sp) = 1;
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VIS_VisCur(sp) = NormalVisibility;
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VIS_VisGoal(sp) = amt;
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return SpriteNum;
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}
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