//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2020 - Christoph Oelckers This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms EDuke enhancements integrated: 04/13/2003 - Matt Saettler Note: EDuke source was in transition. Changes are in-progress in the source as it is released. */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "build.h" #include "names_d.h" #include "dukeactor.h" #include "precache.h" BEGIN_DUKE_NS inline void tloadtile(int tilenum, int palnum = 0) { assert(tilenum < MAXTILES); markTileForPrecache(tilenum, palnum); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void cachespritenum(DDukeActor* actor) { int maxc; int j; int pal = actor->spr.pal; if(ud.monsters_off && badguy(actor)) return; maxc = 1; switch(actor->spr.picnum) { case HYDRENT: tloadtile(BROKEFIREHYDRENT); for(j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j, pal); break; case TOILET: tloadtile(TOILETBROKE); for(j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j, pal); break; case STALL: tloadtile(STALLBROKE); for(j = TOILETWATER; j < (TOILETWATER+4); j++) tloadtile(j, pal); break; case RUBBERCAN: maxc = 2; break; case TOILETWATER: maxc = 4; break; case FEMPIC1: maxc = 44; break; case LIZTROOP: case LIZTROOPRUNNING: case LIZTROOPSHOOT: case LIZTROOPJETPACK: case LIZTROOPONTOILET: case LIZTROOPDUCKING: for(j = LIZTROOP; j < (LIZTROOP+72); j++) tloadtile(j, pal); for(j=HEADJIB1;j 1) { maxc = 5; for(j = 1420;j < 1420+106; j++) tloadtile(j, pal); } break; case ATOMICHEALTH: maxc = 14; break; case DRONE: maxc = 10; break; case EXPLODINGBARREL: case SEENINE: case OOZFILTER: maxc = 3; break; case NUKEBARREL: case CAMERA1: maxc = 5; break; } for(j = actor->spr.picnum; j < (actor->spr.picnum+maxc); j++) tloadtile(j, pal); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void cachegoodsprites(void) { int i; tloadtile(BOTTOMSTATUSBAR); if (ud.multimode > 1) { tloadtile(FRAGBAR); for (i = MINIFONT; i < MINIFONT + 63; i++) tloadtile(i); } for(i=FOOTPRINTS;i= 0) tloadtile(wal.overpicnum, wal.pal); } for (auto& sect: sector) { tloadtile(sect.floorpicnum, sect.floorpal); tloadtile(sect.ceilingpicnum, sect.ceilingpal); DukeSectIterator it(§); while (auto act = it.Next()) { if (act->spr.xrepeat != 0 && act->spr.yrepeat != 0 && (act->spr.cstat & CSTAT_SPRITE_INVISIBLE) == 0) cachespritenum(act); } } precacheMarkedTiles(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void spriteinit_d(DDukeActor* actor, TArray& actors) { bool res = initspriteforspawn(actor); if (res) spawninit_d(nullptr, actor, &actors); } void prelevel_d(int g, TArray& actors) { int i, j, lotaglist; short lotags[65]; prelevel_common(g); DukeStatIterator it(STAT_DEFAULT); while (auto ac = it.Next()) { LoadActor(ac, -1, -1); if (ac->spr.lotag == -1 && (ac->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) { ps[0].exit.X = ac->spr.pos.X; ps[0].exit.Y = ac->spr.pos.Y; } else switch (ac->spr.picnum) { case GPSPEED: ac->sector()->extra = ac->spr.lotag; deletesprite(ac); break; case CYCLER: if (numcyclers >= MAXCYCLERS) I_Error("Too many cycling sectors."); cyclers[numcyclers].sector = ac->sector(); cyclers[numcyclers].lotag = ac->spr.lotag; cyclers[numcyclers].shade1 = ac->spr.shade; cyclers[numcyclers].shade2 = ac->sector()->floorshade; cyclers[numcyclers].hitag = ac->spr.hitag; cyclers[numcyclers].state = (ac->spr.ang == 1536); numcyclers++; deletesprite(ac); break; } } for (auto actor : actors) { if (actor->exists()) { if (actor->spr.picnum == SECTOREFFECTOR && actor->spr.lotag == SE_14_SUBWAY_CAR) continue; spriteinit_d(actor, actors); } } for (auto actor : actors) { if (actor->exists()) { if (actor->spr.picnum == SECTOREFFECTOR && actor->spr.lotag == SE_14_SUBWAY_CAR) spriteinit_d(actor, actors); } } lotaglist = 0; it.Reset(STAT_DEFAULT); while (auto actor = it.Next()) { switch (actor->spr.picnum) { case DIPSWITCH + 1: case DIPSWITCH2 + 1: case PULLSWITCH + 1: case HANDSWITCH + 1: case SLOTDOOR + 1: case LIGHTSWITCH + 1: case SPACELIGHTSWITCH + 1: case SPACEDOORSWITCH + 1: case FRANKENSTINESWITCH + 1: case LIGHTSWITCH2 + 1: case POWERSWITCH1 + 1: case LOCKSWITCH1 + 1: case POWERSWITCH2 + 1: for (j = 0; j < lotaglist; j++) if (actor->spr.lotag == lotags[j]) break; if (j == lotaglist) { lotags[lotaglist] = actor->spr.lotag; lotaglist++; if (lotaglist > 64) I_Error("Too many switches (64 max)."); DukeStatIterator it1(STAT_EFFECTOR); while (auto ac = it1.Next()) { if (ac->spr.lotag == 12 && ac->spr.hitag == actor->spr.lotag) ac->temp_data[0] = 1; } } break; } } mirrorcnt = 0; for (auto& wal : wall) { if (wal.overpicnum == MIRROR && (wal.cstat & CSTAT_WALL_1WAY) != 0) { auto sectp = wal.nextSector(); if (mirrorcnt > 63) I_Error("Too many mirrors (64 max.)"); if (sectp && sectp->ceilingpicnum != MIRROR) { sectp->ceilingpicnum = MIRROR; sectp->floorpicnum = MIRROR; mirrorwall[mirrorcnt] = &wal; mirrorsector[mirrorcnt] = sectp; mirrorcnt++; continue; } } if (numanimwalls >= MAXANIMWALLS) I_Error("Too many 'anim' walls (max 512.)"); animwall[numanimwalls].tag = 0; animwall[numanimwalls].wall = nullptr; switch (wal.overpicnum) { case FANSHADOW: case FANSPRITE: //wal.cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN; Original code assigned this to 'wall', i.e. wall[0] animwall[numanimwalls].wall = &wal; numanimwalls++; break; case W_FORCEFIELD: for (int jj = 0; jj < 3; jj++) tloadtile(W_FORCEFIELD + jj); [[fallthrough]]; case W_FORCEFIELD + 1: case W_FORCEFIELD + 2: if (wal.shade > 31) wal.cstat = 0; else wal.cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_MASKED | CSTAT_WALL_BLOCK_HITSCAN | CSTAT_WALL_YFLIP; if (wal.lotag && wal.twoSided()) wal.nextWall()->lotag = wal.lotag; [[fallthrough]]; case BIGFORCE: animwall[numanimwalls].wall = &wal; numanimwalls++; continue; } wal.extra = -1; switch (wal.picnum) { case W_TECHWALL1: case W_TECHWALL2: case W_TECHWALL3: case W_TECHWALL4: animwall[numanimwalls].wall = &wal; // animwall[numanimwalls].tag = -1; numanimwalls++; break; case SCREENBREAK6: case SCREENBREAK7: case SCREENBREAK8: for (int jj = SCREENBREAK6; jj < SCREENBREAK9; jj++) tloadtile(jj); animwall[numanimwalls].wall = &wal; animwall[numanimwalls].tag = -1; numanimwalls++; break; case FEMPIC1: case FEMPIC2: case FEMPIC3: wal.extra = wal.picnum; animwall[numanimwalls].tag = -1; animwall[numanimwalls].wall = &wal; animwall[numanimwalls].tag = wal.picnum; numanimwalls++; break; case SCREENBREAK1: case SCREENBREAK2: case SCREENBREAK3: case SCREENBREAK4: case SCREENBREAK5: case SCREENBREAK9: case SCREENBREAK10: case SCREENBREAK11: case SCREENBREAK12: case SCREENBREAK13: case SCREENBREAK14: case SCREENBREAK15: case SCREENBREAK16: case SCREENBREAK17: case SCREENBREAK18: case SCREENBREAK19: animwall[numanimwalls].wall = &wal; animwall[numanimwalls].tag = wal.picnum; numanimwalls++; break; } } //Invalidate textures in sector behind mirror for (i = 0; i < mirrorcnt; i++) { for (auto& wal : wallsofsector(mirrorsector[i])) { wal.picnum = MIRROR; wal.overpicnum = MIRROR; } } } END_DUKE_NS