mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-23 20:42:45 +00:00
- consolidated the animwall code by using texture flags.
This is way too hacky for generalization. For that newly defined control actors are surely a better option.
This commit is contained in:
parent
bfdfff7a42
commit
90702ae2f5
21 changed files with 200 additions and 410 deletions
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@ -462,7 +462,7 @@ void Display()
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if (!tex.isValid()) tex = tileGetTextureID(atoi(drawtile));
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if (tex.isValid())
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{
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auto tx = TexMan.GetGameTexture(tex);
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auto tx = TexMan.GetGameTexture(tex, true);
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if (tx)
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{
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int width = (int)tx->GetDisplayWidth();
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@ -1108,7 +1108,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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actor->SetOwner(nullptr);
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actor->spr.Angles.Yaw += DAngle180;
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actor->temp_data[4] = 0;
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fi.operateforcefields(actor, actor->spr.hitag);
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operateforcefields(actor, actor->spr.hitag);
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}
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}
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}
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@ -112,7 +112,7 @@ static const char* cheatUnlock()
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operatesectors(§, ps[myconnectindex].GetActor());
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}
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}
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fi.operateforcefields(ps[myconnectindex].GetActor(), -1);
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operateforcefields(ps[myconnectindex].GetActor(), -1);
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return quoteMgr.GetQuote(QUOTE_CHEAT_UNLOCK);
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}
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@ -422,7 +422,11 @@ enum
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TFLAG_BLOCKDOOR = 1 << 4,
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TFLAG_NOBLOODSPLAT = 1 << 5,
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TFLAG_NOCIRCLEREFLECT = 1 << 6,
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TFLAG_INTERPOLATEWALL = 1 << 7,
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TFLAG_SEASICKWALL = 1 << 7,
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TFLAG_FORCEFIELD = 1 << 8,
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TFLAG_ANIMFORCEFIELD = 1 << 9,
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TFLAG_ANIMSCREEN = 1 << 10,
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TFLAG_ANIMSCREENNOISE = 1 << 11,
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};
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enum
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@ -35,10 +35,6 @@ BEGIN_DUKE_NS
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void initactorflags_d();
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void initactorflags_r();
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void animatewalls_d(void);
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void animatewalls_r(void);
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void operateforcefields_r(DDukeActor* act, int low);
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void operateforcefields_d(DDukeActor* act, int low);
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bool checkaccessswitch_d(int snum, int pal, DDukeActor *act, walltype* w);
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bool checkaccessswitch_r(int snum, int pal, DDukeActor* act, walltype* w);
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void activatebysector_d(sectortype* sect, DDukeActor* j);
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@ -99,8 +95,6 @@ void SetDispatcher()
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think_d,
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movetransports_d,
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initactorflags_d,
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animatewalls_d,
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operateforcefields_d,
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checkaccessswitch_d,
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activatebysector_d,
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checkhitsprite_d,
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@ -135,8 +129,6 @@ void SetDispatcher()
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think_r,
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movetransports_r,
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initactorflags_r,
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animatewalls_r,
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operateforcefields_r,
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checkaccessswitch_r,
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activatebysector_r,
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checkhitsprite_r,
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@ -73,8 +73,6 @@ struct Dispatcher
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void (*think)();
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void (*movetransports)();
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void (*initactorflags)();
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void (*animatewalls)();
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void (*operateforcefields)(DDukeActor* act, int low);
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bool (*checkaccessswitch)(int snum, int switchpal, DDukeActor* act, walltype* w);
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void (*activatebysector)(sectortype* sect, DDukeActor* j);
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void (*checkhitsprite)(DDukeActor* i, DDukeActor* sn);
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@ -15,6 +15,7 @@ BEGIN_DUKE_NS
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// dumping ground for all external function prototypes to keep them out of the important headers.
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// This list is not sorted in any way.
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void animatewalls(void);
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void lava_cleararrays();
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void addjaildoor(int p1, int p2, int iht, int jlt, int p3, sectortype* h);
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void addminecart(int p1, int p2, sectortype* i, int iht, int p3, sectortype* childsectnum);
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@ -129,7 +130,7 @@ bool isablockdoor(int tileNum);
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bool activatewarpelevators(DDukeActor* s, int w);
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int check_activator_motion(int lotag);
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void operateactivators(int l, player_struct* w);
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void operateforcefields_common(DDukeActor* s, int low, const std::initializer_list<int>& tiles);
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void operateforcefields(DDukeActor* s, int low);
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void operatemasterswitches(int lotag);
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void operatesectors(sectortype* s, DDukeActor* i);
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void hud_input(int playerNum);
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@ -101,7 +101,7 @@ void GameInterface::Ticker()
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if ((everyothertime & 1) == 0)
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{
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fi.animatewalls();
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animatewalls();
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movecyclers();
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}
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@ -704,6 +704,69 @@ void prelevel_common(int g)
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continue;
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}
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}
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mirrorcnt = 0;
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numanimwalls = 0;
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for (auto& wal : wall)
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{
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if (wal.overtexture() == mirrortex && (wal.cstat & CSTAT_WALL_1WAY) != 0)
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{
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auto sectp = wal.nextSector();
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if (mirrorcnt > 63)
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I_Error("Too many mirrors (64 max.)");
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if (sectp && sectp->ceilingtexture != mirrortex)
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{
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sectp->setceilingtexture(mirrortex);
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sectp->setfloortexture(mirrortex);
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mirrorwall[mirrorcnt] = &wal;
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mirrorsector[mirrorcnt] = sectp;
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mirrorcnt++;
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continue;
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}
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}
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if (tileflags(wal.overtexture()) & (TFLAG_FORCEFIELD | TFLAG_ANIMFORCEFIELD))
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{
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animwall[numanimwalls].wall = &wal;
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animwall[numanimwalls].tag = 0;
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animwall[numanimwalls].origtex = wal.overtexture();
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animwall[numanimwalls].overpic = true;
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numanimwalls++;
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if (tileflags(wal.overtexture()) & TFLAG_ANIMFORCEFIELD)
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{
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if (wal.shade > 31)
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wal.cstat = 0;
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else wal.cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_MASKED | CSTAT_WALL_BLOCK_HITSCAN | CSTAT_WALL_YFLIP;
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if (wal.lotag && wal.twoSided())
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wal.nextWall()->lotag = wal.lotag;
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}
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}
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if (tileflags(wal.walltexture()) & (TFLAG_ANIMSCREEN | TFLAG_ANIMSCREENNOISE))
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{
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animwall[numanimwalls].wall = &wal;
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animwall[numanimwalls].tag = -1;
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animwall[numanimwalls].origtex = wal.walltexture();
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animwall[numanimwalls].overpic = false;
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numanimwalls++;
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}
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if (numanimwalls >= MAXANIMWALLS)
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I_Error("Too many 'anim' walls (max 512.)");
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}
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//Invalidate textures in sector behind mirror
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for (int i = 0; i < mirrorcnt; i++)
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{
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for (auto& wal : mirrorsector[i]->walls)
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{
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wal.setwalltexture(mirrortex);
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wal.setovertexture(mirrortex);
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}
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}
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thunder_brightness = 0;
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}
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//---------------------------------------------------------------------------
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@ -1082,14 +1145,11 @@ void enterlevel(MapRecord *mi, int gamemode)
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clearfrags();
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resettimevars(); // Here we go
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setLevelStarted(mi);
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if (isRRRA() && ps[screenpeek].sea_sick_stat == 1)
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{
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for (auto& wal : wall)
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{
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if (tileflags(wal.walltexture()) & TFLAG_INTERPOLATEWALL)
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if (tileflags(wal.walltexture()) & TFLAG_SEASICKWALL)
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StartInterpolation(&wal, Interp_Wall_PanX);
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}
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}
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}
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//---------------------------------------------------------------------------
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@ -249,7 +249,7 @@ void spriteinit_d(DDukeActor* actor, TArray<DDukeActor*>& actors)
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void prelevel_d(int g, TArray<DDukeActor*>& actors)
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{
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int i, j, lotaglist;
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int j, lotaglist;
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TArray<short> lotags;
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prelevel_common(g);
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@ -307,133 +307,6 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
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}
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}
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}
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mirrorcnt = 0;
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for (auto& wal : wall)
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{
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if (wal.overtexture() == mirrortex && (wal.cstat & CSTAT_WALL_1WAY) != 0)
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{
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auto sectp = wal.nextSector();
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if (mirrorcnt > 63)
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I_Error("Too many mirrors (64 max.)");
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if (sectp && sectp->ceilingtexture != mirrortex)
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{
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sectp->setceilingtexture(mirrortex);
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sectp->setfloortexture(mirrortex);
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mirrorwall[mirrorcnt] = &wal;
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mirrorsector[mirrorcnt] = sectp;
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mirrorcnt++;
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continue;
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}
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}
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if (numanimwalls >= MAXANIMWALLS)
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I_Error("Too many 'anim' walls (max 512.)");
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animwall[numanimwalls].tag = 0;
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animwall[numanimwalls].wall = nullptr;
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switch (wal.overpicnum)
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{
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case DTILE_FANSHADOW:
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case DTILE_FANSPRITE:
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//wal.cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN; Original code assigned this to 'wall', i.e. wall[0]
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animwall[numanimwalls].wall = &wal;
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numanimwalls++;
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break;
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case DTILE_W_FORCEFIELD:
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for (int jj = 0; jj < 3; jj++)
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tloadtile(DTILE_W_FORCEFIELD + jj);
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[[fallthrough]];
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case DTILE_W_FORCEFIELD + 1:
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case DTILE_W_FORCEFIELD + 2:
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if (wal.shade > 31)
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wal.cstat = 0;
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else wal.cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_MASKED | CSTAT_WALL_BLOCK_HITSCAN | CSTAT_WALL_YFLIP;
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if (wal.lotag && wal.twoSided())
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wal.nextWall()->lotag = wal.lotag;
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[[fallthrough]];
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case DTILE_BIGFORCE:
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animwall[numanimwalls].wall = &wal;
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numanimwalls++;
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continue;
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}
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wal.extra = -1;
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switch (wal.wallpicnum)
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{
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case DTILE_W_TECHWALL1:
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case DTILE_W_TECHWALL2:
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case DTILE_W_TECHWALL3:
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case DTILE_W_TECHWALL4:
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animwall[numanimwalls].wall = &wal;
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// animwall[numanimwalls].tag = -1;
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numanimwalls++;
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break;
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case DTILE_SCREENBREAK6:
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case DTILE_SCREENBREAK7:
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case DTILE_SCREENBREAK8:
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for (int jj = DTILE_SCREENBREAK6; jj < DTILE_SCREENBREAK9; jj++)
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tloadtile(jj);
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animwall[numanimwalls].wall = &wal;
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animwall[numanimwalls].tag = -1;
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numanimwalls++;
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break;
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case DTILE_FEMPIC1:
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case DTILE_FEMPIC2:
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case DTILE_FEMPIC3:
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wal.extra = wal.wallpicnum;
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animwall[numanimwalls].tag = -1;
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animwall[numanimwalls].wall = &wal;
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animwall[numanimwalls].tag = wal.wallpicnum;
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numanimwalls++;
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break;
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case DTILE_SCREENBREAK1:
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case DTILE_SCREENBREAK2:
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case DTILE_SCREENBREAK3:
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case DTILE_SCREENBREAK4:
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case DTILE_SCREENBREAK5:
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case DTILE_SCREENBREAK9:
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case DTILE_SCREENBREAK10:
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case DTILE_SCREENBREAK11:
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case DTILE_SCREENBREAK12:
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case DTILE_SCREENBREAK13:
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case DTILE_SCREENBREAK14:
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case DTILE_SCREENBREAK15:
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case DTILE_SCREENBREAK16:
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case DTILE_SCREENBREAK17:
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case DTILE_SCREENBREAK18:
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case DTILE_SCREENBREAK19:
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animwall[numanimwalls].wall = &wal;
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animwall[numanimwalls].tag = wal.wallpicnum;
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numanimwalls++;
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break;
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}
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}
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//Invalidate textures in sector behind mirror
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for (i = 0; i < mirrorcnt; i++)
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{
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for (auto& wal : mirrorsector[i]->walls)
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{
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wal.setwalltexture(mirrortex);
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wal.setovertexture(mirrortex);
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}
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}
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}
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END_DUKE_NS
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@ -392,7 +392,6 @@ void spriteinit_r(DDukeActor* actor, TArray<DDukeActor*>& actors)
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void prelevel_r(int g, TArray<DDukeActor*>& actors)
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{
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player_struct* p;
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int i;
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int j;
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int lotaglist;
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TArray<short> lotags;
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@ -606,73 +605,6 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
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}
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}
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}
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mirrorcnt = 0;
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for (auto& wal : wall)
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{
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if (wal.overtexture() == mirrortex && (wal.cstat & CSTAT_WALL_1WAY) != 0)
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{
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auto sectp = wal.nextSector();
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if (mirrorcnt > 63)
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I_Error("Too many mirrors (64 max.)");
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if (sectp && sectp->ceilingtexture != mirrortex)
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{
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sectp->setceilingtexture(mirrortex);
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sectp->setfloortexture(mirrortex);
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mirrorwall[mirrorcnt] = &wal;
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mirrorsector[mirrorcnt] = sectp;
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mirrorcnt++;
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continue;
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}
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}
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if (numanimwalls >= MAXANIMWALLS)
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I_Error("Too many 'anim' walls (max 512.)");
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animwall[numanimwalls].tag = 0;
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animwall[numanimwalls].wall = nullptr;
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switch (wal.overpicnum)
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{
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case RTILE_FANSPRITE:
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//wal.cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN; Original code assigned this to 'wall', i.e. wall[0]
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animwall[numanimwalls].wall = &wal;
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numanimwalls++;
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break;
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case RTILE_BIGFORCE:
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animwall[numanimwalls].wall = &wal;
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numanimwalls++;
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continue;
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}
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wal.extra = -1;
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switch (wal.wallpicnum)
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{
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case RTILE_SCREENBREAK6:
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case RTILE_SCREENBREAK7:
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case RTILE_SCREENBREAK8:
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for (j = RTILE_SCREENBREAK6; j <= RTILE_SCREENBREAK8; j++)
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tloadtile(j);
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animwall[numanimwalls].wall = &wal;
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animwall[numanimwalls].tag = -1;
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numanimwalls++;
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break;
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}
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}
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//Invalidate textures in sector behind mirror
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for (i = 0; i < mirrorcnt; i++)
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{
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for (auto& wal : mirrorsector[i]->walls)
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{
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wal.setwalltexture(mirrortex);
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wal.setovertexture(mirrortex);
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}
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}
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thunder_brightness = 0;
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}
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@ -53,6 +53,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, animwalltype& w, a
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{
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arc("wall", w.wall)
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("tag", w.tag)
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("texid", w.origtex)
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("overpic", w.overpic)
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.EndObject();
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}
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return arc;
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@ -1241,14 +1241,14 @@ void operatemasterswitches(int low)
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//
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//---------------------------------------------------------------------------
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void operateforcefields_common(DDukeActor *effector, int low, const std::initializer_list<int> &tiles)
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void operateforcefields(DDukeActor *effector, int low)
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{
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for (int p = numanimwalls-1; p >= 0; p--)
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{
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auto wal = animwall[p].wall;
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if (low == wal->lotag || low == -1)
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if (isIn(wal->overpicnum, tiles))
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if (tileflags(wal->overtexture()) & TFLAG_FORCEFIELD)
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{
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animwall[p].tag = 0;
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@ -1746,7 +1746,7 @@ bool checkhitswitch(int snum, walltype* wwal, DDukeActor* act)
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}
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operateactivators(lotag, &ps[snum]);
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fi.operateforcefields(ps[snum].GetActor(), lotag);
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operateforcefields(ps[snum].GetActor(), lotag);
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operatemasterswitches(lotag);
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if (swdef.type == SwitchDef::Combo) return 1;
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||||
|
@ -1772,5 +1772,97 @@ bool checkhitswitch(int snum, walltype* wwal, DDukeActor* act)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void animatewalls(void)
|
||||
{
|
||||
static FTextureID noise, ff1, ff2;
|
||||
|
||||
// all that was done here is to open the system up sufficiently to allow replacing the textures being used without having to use ART files.
|
||||
// Custom animated textures are better done with newly written controller actors.
|
||||
if (!noise.isValid()) noise = TexMan.CheckForTexture("SCREENBREAK6", ETextureType::Any);
|
||||
if (!ff1.isValid()) ff1 = TexMan.CheckForTexture("W_FORCEFIELD", ETextureType::Any);
|
||||
if (!ff2.isValid()) ff2 = TexMan.CheckForTexture("W_FORCEFIELD2", ETextureType::Any);
|
||||
|
||||
if (ps[screenpeek].sea_sick_stat == 1)
|
||||
{
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
if (tileflags(wal.walltexture()) & TFLAG_SEASICKWALL)
|
||||
wal.addxpan(6);
|
||||
}
|
||||
}
|
||||
|
||||
int t;
|
||||
|
||||
for (int p = 0; p < numanimwalls; p++)
|
||||
{
|
||||
auto wal = animwall[p].wall;
|
||||
auto texid = wal->walltexture();
|
||||
|
||||
if (!animwall[p].overpic)
|
||||
{
|
||||
if (tileflags(wal->walltexture()) & TFLAG_ANIMSCREEN)
|
||||
{
|
||||
if ((krand() & 255) < 16)
|
||||
{
|
||||
wal->setwalltexture(noise);
|
||||
}
|
||||
}
|
||||
else if (tileflags(wal->walltexture()) & TFLAG_ANIMSCREENNOISE)
|
||||
{
|
||||
if (animwall[p].origtex.isValid())
|
||||
wal->setwalltexture(animwall[p].origtex);
|
||||
else
|
||||
{
|
||||
texid = texid + 1;
|
||||
if (texid.GetIndex() > noise.GetIndex() + 3 || texid.GetIndex() < noise.GetIndex()) texid = noise;
|
||||
wal->setwalltexture(texid);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (tileflags(wal->overtexture()) & TFLAG_ANIMFORCEFIELD && wal->cstat & CSTAT_WALL_MASKED)
|
||||
{
|
||||
|
||||
t = animwall[p].tag;
|
||||
|
||||
if (wal->cstat & CSTAT_WALL_ANY_EXCEPT_BLOCK)
|
||||
{
|
||||
wal->addxpan(-t / 4096.f);
|
||||
wal->addypan(-t / 4096.f);
|
||||
|
||||
if (wal->extra == 1)
|
||||
{
|
||||
wal->extra = 0;
|
||||
animwall[p].tag = 0;
|
||||
}
|
||||
else
|
||||
animwall[p].tag += 128;
|
||||
|
||||
if (animwall[p].tag < (128 << 4))
|
||||
{
|
||||
if (animwall[p].tag & 128)
|
||||
wal->setovertexture(ff1);
|
||||
else wal->setovertexture(ff2);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((krand() & 255) < 32)
|
||||
animwall[p].tag = 128 << (krand() & 3);
|
||||
else wal->setovertexture(ff2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
END_DUKE_NS
|
||||
|
|
|
@ -49,117 +49,6 @@ BEGIN_DUKE_NS
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void animatewalls_d(void)
|
||||
{
|
||||
int t;
|
||||
|
||||
for (int p = 0; p < numanimwalls; p++)
|
||||
{
|
||||
auto wal = animwall[p].wall;
|
||||
int j = wal->wallpicnum;
|
||||
|
||||
switch (j)
|
||||
{
|
||||
case DTILE_SCREENBREAK1:
|
||||
case DTILE_SCREENBREAK2:
|
||||
case DTILE_SCREENBREAK3:
|
||||
case DTILE_SCREENBREAK4:
|
||||
case DTILE_SCREENBREAK5:
|
||||
|
||||
case DTILE_SCREENBREAK9:
|
||||
case DTILE_SCREENBREAK10:
|
||||
case DTILE_SCREENBREAK11:
|
||||
case DTILE_SCREENBREAK12:
|
||||
case DTILE_SCREENBREAK13:
|
||||
case DTILE_SCREENBREAK14:
|
||||
case DTILE_SCREENBREAK15:
|
||||
case DTILE_SCREENBREAK16:
|
||||
case DTILE_SCREENBREAK17:
|
||||
case DTILE_SCREENBREAK18:
|
||||
case DTILE_SCREENBREAK19:
|
||||
|
||||
if ((krand() & 255) < 16)
|
||||
{
|
||||
animwall[p].tag = wal->wallpicnum;
|
||||
wal->wallpicnum = DTILE_SCREENBREAK6;
|
||||
}
|
||||
|
||||
continue;
|
||||
|
||||
case DTILE_SCREENBREAK6:
|
||||
case DTILE_SCREENBREAK7:
|
||||
case DTILE_SCREENBREAK8:
|
||||
|
||||
if (animwall[p].tag >= 0 && wal->extra != DTILE_FEMPIC2 && wal->extra != DTILE_FEMPIC3)
|
||||
wal->wallpicnum = animwall[p].tag;
|
||||
else
|
||||
{
|
||||
wal->wallpicnum++;
|
||||
if (wal->wallpicnum == (DTILE_SCREENBREAK6 + 3))
|
||||
wal->wallpicnum = DTILE_SCREENBREAK6;
|
||||
}
|
||||
continue;
|
||||
|
||||
}
|
||||
|
||||
if (wal->cstat & CSTAT_WALL_MASKED)
|
||||
switch (wal->overpicnum)
|
||||
{
|
||||
case DTILE_W_FORCEFIELD:
|
||||
case DTILE_W_FORCEFIELD2:
|
||||
case DTILE_W_FORCEFIELD3:
|
||||
|
||||
t = animwall[p].tag;
|
||||
|
||||
if (wal->cstat & CSTAT_WALL_ANY_EXCEPT_BLOCK)
|
||||
{
|
||||
wal->addxpan(-t / 4096.f);
|
||||
wal->addypan(-t / 4096.f);
|
||||
|
||||
if (wal->extra == 1)
|
||||
{
|
||||
wal->extra = 0;
|
||||
animwall[p].tag = 0;
|
||||
}
|
||||
else
|
||||
animwall[p].tag += 128;
|
||||
|
||||
if (animwall[p].tag < (128 << 4))
|
||||
{
|
||||
if (animwall[p].tag & 128)
|
||||
wal->overpicnum = DTILE_W_FORCEFIELD;
|
||||
else wal->overpicnum = DTILE_W_FORCEFIELD2;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((krand() & 255) < 32)
|
||||
animwall[p].tag = 128 << (krand() & 3);
|
||||
else wal->overpicnum = DTILE_W_FORCEFIELD2;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void operateforcefields_d(DDukeActor* act, int low)
|
||||
{
|
||||
operateforcefields_common(act, low, { DTILE_W_FORCEFIELD, DTILE_W_FORCEFIELD2, DTILE_W_FORCEFIELD3, DTILE_BIGFORCE });
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
bool checkaccessswitch_d(int snum, int switchpal, DDukeActor* act, walltype* wwal)
|
||||
{
|
||||
if (ps[snum].access_incs == 0)
|
||||
|
|
|
@ -44,75 +44,6 @@ BEGIN_DUKE_NS
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void animatewalls_r(void)
|
||||
{
|
||||
if (isRRRA() &&ps[screenpeek].sea_sick_stat == 1)
|
||||
{
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
if (wal.wallpicnum == RTILE_RRTILE7873)
|
||||
wal.addxpan(6);
|
||||
else if (wal.wallpicnum == RTILE_RRTILE7870)
|
||||
wal.addxpan(6);
|
||||
}
|
||||
}
|
||||
|
||||
for (int p = 0; p < numanimwalls; p++)
|
||||
{
|
||||
auto wal = animwall[p].wall;
|
||||
int j = wal->wallpicnum;
|
||||
|
||||
switch (j)
|
||||
{
|
||||
case RTILE_SCREENBREAK1:
|
||||
case RTILE_SCREENBREAK2:
|
||||
case RTILE_SCREENBREAK3:
|
||||
case RTILE_SCREENBREAK4:
|
||||
case RTILE_SCREENBREAK5:
|
||||
|
||||
case RTILE_SCREENBREAK9:
|
||||
case RTILE_SCREENBREAK10:
|
||||
case RTILE_SCREENBREAK11:
|
||||
case RTILE_SCREENBREAK12:
|
||||
case RTILE_SCREENBREAK13:
|
||||
|
||||
if ((krand() & 255) < 16)
|
||||
{
|
||||
animwall[p].tag = wal->wallpicnum;
|
||||
wal->wallpicnum = RTILE_SCREENBREAK6;
|
||||
}
|
||||
|
||||
continue;
|
||||
|
||||
case RTILE_SCREENBREAK6:
|
||||
case RTILE_SCREENBREAK7:
|
||||
case RTILE_SCREENBREAK8:
|
||||
|
||||
if (animwall[p].tag >= 0)
|
||||
wal->wallpicnum = animwall[p].tag;
|
||||
else
|
||||
{
|
||||
wal->wallpicnum++;
|
||||
if (wal->wallpicnum == (RTILE_SCREENBREAK6 + 3))
|
||||
wal->wallpicnum = RTILE_SCREENBREAK6;
|
||||
}
|
||||
continue;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void operateforcefields_r(DDukeActor* act, int low)
|
||||
{
|
||||
operateforcefields_common(act, low, { RTILE_BIGFORCE });
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
|
|
|
@ -141,6 +141,8 @@ struct animwalltype
|
|||
{
|
||||
walltype* wall;
|
||||
int tag;
|
||||
FTextureID origtex;
|
||||
bool overpic;
|
||||
};
|
||||
|
||||
// legacy CON baggage which needs to be refactored later.
|
||||
|
|
|
@ -691,14 +691,14 @@ DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, insertspriteq, insertspriteq)
|
|||
|
||||
void DukeActor_operateforcefields(DDukeActor* self, int tag)
|
||||
{
|
||||
fi.operateforcefields(self, tag);
|
||||
operateforcefields(self, tag);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, operateforcefields, DukeActor_operateforcefields)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DDukeActor);
|
||||
PARAM_INT(tag);
|
||||
fi.operateforcefields(self, tag);
|
||||
operateforcefields(self, tag);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1122,7 +1122,7 @@ DEFINE_ACTION_FUNCTION(_DukePlayer, hitablockingwall)
|
|||
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
||||
walltype* pwal;
|
||||
hitawall(self, &pwal);
|
||||
ACTION_RETURN_BOOL(pwal && pwal->overpicnum > 0);
|
||||
ACTION_RETURN_BOOL(pwal && pwal->overtexture().isValid());
|
||||
}
|
||||
|
||||
inline double DukePlayer_GetPitchwithView(player_struct* pl)
|
||||
|
|
|
@ -10,7 +10,11 @@ constants
|
|||
TFLAG_BLOCKDOOR = 16
|
||||
TFLAG_NOBLOODSPLAT = 32
|
||||
TFLAG_NOCIRCLEREFLECT = 64
|
||||
TFLAG_INTERPOLATEWALL = 128
|
||||
TFLAG_SEASICKWALL = 128
|
||||
TFLAG_FORCEFIELD = 256
|
||||
TFLAG_ANIMFORCEFIELD = 512 // do not use in user data! These flags only exist to speed up internal lookups.
|
||||
TFLAG_ANIMSCREEN = 1024 // ''
|
||||
TFLAG_ANIMSCREENNOISE = 2048 // ''
|
||||
|
||||
// surface (terrain/environment) types
|
||||
TSURF_NONE = 0
|
||||
|
|
|
@ -65,6 +65,14 @@ textureflags
|
|||
|
||||
TFLAG_CLEARINVENTORY = HURTRAIL, FLOORSLIME, FLOORPLASMA
|
||||
TFLAG_NOBLOODSPLAT = BIGFORCE
|
||||
TFLAG_FORCEFIELD = BIGFORCE
|
||||
|
||||
// animation hacks. This is not usable for modding. Do not use! Do not change!
|
||||
TFLAG_ANIMFORCEFIELD = W_FORCEFIELD, W_FORCEFIELD2, W_FORCEFIELD3
|
||||
TFLAG_ANIMSCREEN = SCREENBREAK1,SCREENBREAK2, SCREENBREAK3, SCREENBREAK4, SCREENBREAK5, SCREENBREAK9, SCREENBREAK10, SCREENBREAK11,
|
||||
SCREENBREAK12, SCREENBREAK13, SCREENBREAK14, SCREENBREAK15, SCREENBREAK16, SCREENBREAK17, SCREENBREAK18, SCREENBREAK19
|
||||
TFLAG_ANIMSCREENNOISE = SCREENBREAK6, SCREENBREAK7, SCREENBREAK8
|
||||
|
||||
|
||||
TFLAG_DOORWALL =
|
||||
DOORTILE1,
|
||||
|
|
|
@ -24,7 +24,7 @@ textureflags
|
|||
RRTILE8565,
|
||||
RRTILE8605
|
||||
|
||||
TFLAG_INTERPOLATEWALL = RRTILE7873, RRTILE7870
|
||||
TFLAG_SEASICKWALL = RRTILE7873, RRTILE7870
|
||||
}
|
||||
|
||||
surfacetypes
|
||||
|
|
|
@ -3,9 +3,11 @@ include "constants.mi"
|
|||
textureflags
|
||||
{
|
||||
|
||||
TFLAG_WALLSWITCH =
|
||||
HANDPRINTSWITCH,
|
||||
HANDPRINTSWITCHON
|
||||
TFLAG_WALLSWITCH = HANDPRINTSWITCH, HANDPRINTSWITCHON
|
||||
TFLAG_FORCEFIELD = BIGFORCE
|
||||
|
||||
// animation hack. This is not usable for modding. Do not use! Do not change!
|
||||
TFLAG_ANIMSCREENNOISE = SCREENBREAK6, SCREENBREAK7, SCREENBREAK8
|
||||
|
||||
TFLAG_DOORWALL =
|
||||
DOORTILE1,
|
||||
|
|
Loading…
Reference in a new issue