//------------------------------------------------------------------------- /* 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); markTextureForPrecache(tileGetTextureID(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 DTILE_HYDRENT: tloadtile(DTILE_BROKEFIREHYDRENT); for(j = DTILE_TOILETWATER; j < (DTILE_TOILETWATER+4); j++) tloadtile(j, pal); break; case DTILE_TOILET: tloadtile(DTILE_TOILETBROKE); for(j = DTILE_TOILETWATER; j < (DTILE_TOILETWATER+4); j++) tloadtile(j, pal); break; case DTILE_STALL: tloadtile(DTILE_STALLBROKE); for(j = DTILE_TOILETWATER; j < (DTILE_TOILETWATER+4); j++) tloadtile(j, pal); break; case DTILE_RUBBERCAN: maxc = 2; break; case DTILE_TOILETWATER: maxc = 4; break; case DTILE_FEMPIC1: maxc = 44; break; case DTILE_LIZTROOP: case DTILE_LIZTROOPRUNNING: case DTILE_LIZTROOPSHOOT: case DTILE_LIZTROOPJETPACK: case DTILE_LIZTROOPONTOILET: case DTILE_LIZTROOPDUCKING: for(j = DTILE_LIZTROOP; j < (DTILE_LIZTROOP+72); j++) tloadtile(j, pal); for(j=DTILE_HEADJIB1;j 1) { maxc = 5; for(j = 1420;j < 1420+106; j++) tloadtile(j, pal); } break; case DTILE_ATOMICHEALTH: maxc = 14; break; case DTILE_DRONE: maxc = 10; break; case DTILE_EXPLODINGBARREL: maxc = 3; break; case DTILE_NUKEBARREL: maxc = 5; break; } for(j = actor->spr.picnum; j < (actor->spr.picnum+maxc); j++) tloadtile(j, pal); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void cachegoodsprites(void) { int i; tloadtile(DTILE_BOTTOMSTATUSBAR); if (ud.multimode > 1) { tloadtile(DTILE_FRAGBAR); } for(i=DTILE_FOOTPRINTS;ispr.scale.X != 0 && act->spr.scale.Y != 0 && (act->spr.cstat & CSTAT_SPRITE_INVISIBLE) == 0) cachespritenum(act); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void spriteinit_d(DDukeActor* actor, TArray& actors) { actor->mapSpawned = true; bool res = initspriteforspawn(actor); if (res) spawninit_d(nullptr, actor, &actors); } void prelevel_d(int g, TArray& actors) { int i, j, lotaglist; TArray lotags; 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 = ac->spr.pos.XY(); } else premapcontroller(ac); } for (auto actor : actors) { if (actor->exists()) { if (iseffector(actor) && actor->spr.lotag == SE_14_SUBWAY_CAR) continue; spriteinit_d(actor, actors); } } for (auto actor : actors) { if (actor->exists()) { if (iseffector(actor) && 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 DTILE_DIPSWITCHON: case DTILE_DIPSWITCH2ON: case DTILE_PULLSWITCHON: case DTILE_HANDSWITCHON: case DTILE_SLOTDOORON: case DTILE_LIGHTSWITCHON: case DTILE_SPACELIGHTSWITCHON: case DTILE_SPACEDOORSWITCHON: case DTILE_FRANKENSTINESWITCHON: case DTILE_LIGHTSWITCH2ON: case DTILE_POWERSWITCH1ON: case DTILE_LOCKSWITCH1ON: case DTILE_POWERSWITCH2ON: j = lotags.Find(actor->spr.lotag); if (j == lotags.Size()) { lotags.Push(actor->spr.lotag); DukeStatIterator it1(STAT_EFFECTOR); while (auto ac = it1.Next()) { if (ac->spr.lotag == SE_12_LIGHT_SWITCH && ac->spr.hitag == actor->spr.lotag) ac->temp_data[0] = 1; } } break; } } mirrorcnt = 0; for (auto& wal : wall) { if (wal.overtexture() == mirrortex && (wal.cstat & CSTAT_WALL_1WAY) != 0) { auto sectp = wal.nextSector(); if (mirrorcnt > 63) I_Error("Too many mirrors (64 max.)"); if (sectp && sectp->ceilingtexture != mirrortex) { sectp->setceilingtexture(mirrortex); sectp->setfloortexture(mirrortex); 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 DTILE_FANSHADOW: case DTILE_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 DTILE_W_FORCEFIELD: for (int jj = 0; jj < 3; jj++) tloadtile(DTILE_W_FORCEFIELD + jj); [[fallthrough]]; case DTILE_W_FORCEFIELD + 1: case DTILE_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 DTILE_BIGFORCE: animwall[numanimwalls].wall = &wal; numanimwalls++; continue; } wal.extra = -1; switch (wal.wallpicnum) { case DTILE_W_TECHWALL1: case DTILE_W_TECHWALL2: case DTILE_W_TECHWALL3: case DTILE_W_TECHWALL4: animwall[numanimwalls].wall = &wal; // animwall[numanimwalls].tag = -1; numanimwalls++; break; case DTILE_SCREENBREAK6: case DTILE_SCREENBREAK7: case DTILE_SCREENBREAK8: for (int jj = DTILE_SCREENBREAK6; jj < DTILE_SCREENBREAK9; jj++) tloadtile(jj); animwall[numanimwalls].wall = &wal; animwall[numanimwalls].tag = -1; numanimwalls++; break; case DTILE_FEMPIC1: case DTILE_FEMPIC2: case DTILE_FEMPIC3: wal.extra = wal.wallpicnum; animwall[numanimwalls].tag = -1; animwall[numanimwalls].wall = &wal; animwall[numanimwalls].tag = wal.wallpicnum; numanimwalls++; break; 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: animwall[numanimwalls].wall = &wal; animwall[numanimwalls].tag = wal.wallpicnum; numanimwalls++; break; } } //Invalidate textures in sector behind mirror for (i = 0; i < mirrorcnt; i++) { for (auto& wal : mirrorsector[i]->walls) { wal.setwalltexture(mirrortex); wal.setovertexture(mirrortex); } } } END_DUKE_NS