//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2017-2019 Nuke.YKT Copyright (C) 2020 - Christoph Oelckers This file is part of 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 */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "names_r.h" #include "mapinfo.h" #include "dukeactor.h" #include "precache.h" BEGIN_DUKE_NS static inline void tloadtile(int tilenum, int palnum = 0) { 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 TOILETSEAT: case TOILET2: tloadtile(actor->spr.picnum, 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 FORCERIPPLE: maxc = 9; break; case RUBBERCAN: maxc = 2; break; case TOILETWATER: maxc = 4; break; case BUBBASTAND: for (j = BUBBASCRATCH; j <= (BUBBASCRATCH + 47); j++) tloadtile(j, pal); maxc = 0; break; case SBSWIPE: if (isRRRA()) for (j = SBSWIPE; j <= (SBSWIPE + 29); j++) tloadtile(j, pal); maxc = 0; break; case COOT: for (j = COOT; j <= (COOT + 217); j++) tloadtile(j, pal); for (j = COOTJIBA; j < COOTJIBC + 4; j++) tloadtile(j, pal); maxc = 0; break; case LTH: maxc = 105; for (j = LTH; j < (LTH + maxc); j++) tloadtile(j, pal); maxc = 0; break; case BILLYRAY: maxc = 144; for (j = BILLYWALK; j < (BILLYWALK + maxc); j++) tloadtile(j, pal); for (j = BILLYJIBA; j <= BILLYJIBB + 4; j++) tloadtile(j, pal); maxc = 0; break; case COW: maxc = 56; for (j = actor->spr.picnum; j < (actor->spr.picnum + maxc); j++) tloadtile(j, pal); maxc = 0; break; case DOGRUN: for (j = DOGATTACK; j <= DOGATTACK + 35; j++) tloadtile(j, pal); for (j = DOGRUN; j <= DOGRUN + 80; j++) tloadtile(j, pal); maxc = 0; break; case RABBIT: if (isRRRA()) { for (j = RABBIT; j <= RABBIT + 54; j++) tloadtile(j, pal); for (j = RABBIT + 56; j <= RABBIT + 56 + 49; j++) tloadtile(j, pal); for (j = RABBIT + 56; j <= RABBIT + 56 + 49; j++) tloadtile(j, pal); maxc = 0; } break; case BIKERB: case BIKERBV2: if (isRRRA()) { for (j = BIKERB; j <= BIKERB + 104; j++) tloadtile(j, pal); maxc = 0; } break; case BIKER: if (isRRRA()) { for (j = BIKER; j <= BIKER + 116; j++) tloadtile(j, pal); for (j = BIKER + 150; j <= BIKER + 150 + 104; j++) tloadtile(j, pal); maxc = 0; } break; case CHEER: if (isRRRA()) { for (j = CHEER; j <= CHEER + 44; j++) tloadtile(j, pal); for (j = CHEER + 47; j <= CHEER + 47 + 211; j++) tloadtile(j, pal); for (j = CHEER + 262; j <= CHEER + 262 + 72; j++) tloadtile(j, pal); maxc = 0; } break; case CHEERB: if (isRRRA()) { for (j = CHEERB; j <= CHEERB + 83; j++) tloadtile(j, pal); for (j = CHEERB + 157; j <= CHEERB + 157 + 83; j++) tloadtile(j, pal); maxc = 0; } break; case MAMA: if (isRRRA()) { for (j = MAMA; j <= MAMA + 78; j++) tloadtile(j, pal); for (j = MAMA + 80; j <= MAMA + 80 + 7; j++) tloadtile(j, pal); for (j = MAMA + 90; j <= MAMA + 90 + 94; j++) tloadtile(j, pal); maxc = 0; } break; case CHEERBOAT: if (isRRRA()) { tloadtile(CHEERBOAT); maxc = 0; } break; case HULKBOAT: if (isRRRA()) { tloadtile(HULKBOAT); maxc = 0; } break; case MINIONBOAT: if (isRRRA()) { tloadtile(MINIONBOAT); maxc = 0; } break; case BILLYPLAY: if (isRRRA()) { for (j = BILLYPLAY; j <= BILLYPLAY + 2; j++) tloadtile(j, pal); maxc = 0; } break; case COOTPLAY: if (isRRRA()) { for (j = COOTPLAY; j <= COOTPLAY + 4; j++) tloadtile(j, pal); maxc = 0; } break; case PIG: case PIGSTAYPUT: maxc = 68; break; case TORNADO: maxc = 7; break; case HEN: case HENSTAND: maxc = 34; break; case APLAYER: maxc = 0; if (ud.multimode > 1) { maxc = 5; for (j = APLAYER; j < APLAYER + 220; j++) tloadtile(j, pal); for (j = DUKEGUN; j < DUKELEG + 4; j++) tloadtile(j, pal); } break; case ATOMICHEALTH: maxc = 14; break; case DRONE: maxc = 6; break; case EXPLODINGBARREL: maxc = 3; break; case NUKEBARREL: maxc = 5; break; case VIXEN: maxc = 214; for (j = actor->spr.picnum; j < actor->spr.picnum + maxc; j++) tloadtile(j, pal); maxc = 0; break; case SBMOVE: if (!isRRRA()) { maxc = 54; for (j = actor->spr.picnum; j < actor->spr.picnum + maxc; j++) tloadtile(j, pal); maxc = 100; for (j = SBMOVE; j < SBMOVE + maxc; j++) tloadtile(j, pal); maxc = 0; } break; case HULK: maxc = 40; for (j = actor->spr.picnum - 41; j < actor->spr.picnum + maxc - 41; j++) tloadtile(j, pal); for (j = HULKJIBA; j <= HULKJIBC + 4; j++) tloadtile(j, pal); maxc = 0; break; case MINION: maxc = 141; for (j = actor->spr.picnum; j < actor->spr.picnum + maxc; j++) tloadtile(j, pal); for (j = MINJIBA; j <= MINJIBC + 4; j++) tloadtile(j, pal); maxc = 0; 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 = FOOTPRINTS; i < FOOTPRINTS + 3; i++) tloadtile(i); for (i = BURNING; i < BURNING + 14; i++) tloadtile(i); for (i = FIRSTGUN; i < FIRSTGUN + 10; i++) tloadtile(i); for (i = EXPLOSION2; i < EXPLOSION2 + 21; i++) tloadtile(i); tloadtile(BULLETHOLE); for (i = SHOTGUN; i < SHOTGUN + 8; i++) tloadtile(i); tloadtile(FOOTPRINTS); for (i = JIBS1; i < (JIBS5 + 5); i++) tloadtile(i); for (i = SCRAP1; i < (SCRAP1 + 19); i++) tloadtile(i); for (i = SMALLSMOKE; i < (SMALLSMOKE + 4); i++) tloadtile(i); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void cacheit_r(void) { if (!r_precache) return; cachegoodsprites(); for (auto& wal : wall) { tloadtile(wal.picnum, wal.pal); if(wal.overpicnum >= 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.scale.X != 0 && act->spr.scale.Y != 0 && (act->spr.cstat & CSTAT_SPRITE_INVISIBLE) == 0) cachespritenum(act); } } precacheMarkedTiles(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void spriteinit_r(DDukeActor* actor, TArray& actors) { bool res = initspriteforspawn(actor); if (res) spawninit_r(nullptr, actor, &actors); } void prelevel_r(int g, TArray& actors) { player_struct* p; int i; int j; int lotaglist; short lotags[65]; int speed = 0; int dist; int sound; sound = 0; prelevel_common(g); p = &ps[screenpeek]; if (currentLevel->gameflags & LEVEL_RR_CLEARMOONSHINE) ps[myconnectindex].steroids_amount = 0; if (isRRRA()) { for(auto actor : actors) { if (!actor->exists()) continue; if (actor->spr.pal == 100) { if (numplayers > 1) actor->Destroy(); else actor->spr.pal = 0; } else if (actor->spr.pal == 101) { actor->spr.extra = 0; actor->spr.hitag = 1; actor->spr.pal = 0; ChangeActorStat(actor, STAT_BOBBING); } } } for (auto§: sector) { auto sectp = § if (sectp->ceilingpicnum == RRTHUNDERSKY) thunderon = 1; switch (sectp->lotag) { case ST_41_JAILDOOR: { DukeSectIterator it(sectp); dist = 0; while (auto act = it.Next()) { if (act->spr.picnum == RRJAILDOOR) { dist = act->spr.lotag; speed = act->spr.hitag; act->Destroy(); } if (act->spr.picnum == RRJAILDOORSOUND) { sound = act->spr.lotag; act->Destroy(); } } if (dist == 0) { // Oh no, we got an incomplete definition. if (sectindex(sectp) == 534 && currentLevel->levelNumber == 2007) // fix for bug in RR E2L7 Beaudry Mansion. { dist = 48; speed = 32; } } for(auto& osect: sector) { if (sectp->hitag == osect.hitag && &osect != sectp) { // & 32767 to avoid some ordering issues here. // Other code assumes that the lotag is always a sector effector type and can mask the high bit in. addjaildoor(dist, speed, sectp->hitag, osect.lotag & 32767, sound, &osect); } } break; } case ST_42_MINECART: { sectortype* childsectnum = nullptr; dist = 0; speed = 0; DukeSectIterator it(sectp); while (auto act = it.Next()) { if (act->spr.picnum == RRMINECART) { dist = act->spr.lotag; speed = act->spr.hitag; DukeSpriteIterator itt; while(auto act1 = itt.Next()) { if (act1->spr.picnum == RRMINECARTINNER) if (act1->spr.lotag == act->sectno()) // bad map format design... Should have used a tag instead... { childsectnum = act1->sector(); act1->Destroy(); } } act->Destroy(); } if (act->spr.picnum == RRMINECARTSOUND) { sound = act->spr.lotag; act->Destroy(); } } addminecart(dist, speed, sectp, sectp->hitag, sound, childsectnum); break; } } } 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 if (ac->spr.picnum == CHICKENPLANTBUTTON) { ud.chickenplant = 1; } else { premapcontroller(ac); } } for (auto actor : actors) { if (!actor->exists()) continue; if (actor->spr.picnum == RRTILE19) { if (geocnt > 64) I_Error("Too many geometry effects"); if (actor->spr.hitag == 0) { geosector[geocnt] = actor->sector(); for (auto actor2 : actors) { if (actor && actor->spr.lotag == actor2->spr.lotag && actor2 != actor && actor2->spr.picnum == RRTILE19) { if (actor2->spr.hitag == 1) { geosectorwarp[geocnt] = actor2->sector(); geox[geocnt] = actor->spr.pos.X - actor2->spr.pos.X; geoy[geocnt] = actor->spr.pos.Y - actor2->spr.pos.Y; //geoz[geocnt] = actor->spr.z - actor2->spr.z; } if (actor2->spr.hitag == 2) { geosectorwarp2[geocnt] = actor2->sector(); geox2[geocnt] = actor->spr.pos.X - actor2->spr.pos.X; geoy2[geocnt] = actor->spr.pos.Y - actor2->spr.pos.Y; //geoz2[geocnt] = actor->spr.z - actor2->spr.z; } } } geocnt++; } } } for (auto actor : actors) { if (actor->exists()) { if (iseffector(actor) && actor->spr.lotag == SE_14_SUBWAY_CAR) continue; spriteinit_r(actor, actors); } } for (auto actor : actors) { if (actor->exists()) { if (iseffector(actor) && actor->spr.lotag == SE_14_SUBWAY_CAR) spriteinit_r(actor, actors); if (actor->spr.picnum == RRTILE19) actor->Destroy(); if (actor->spr.picnum == RRTILE34) { actor->sector()->keyinfo = uint8_t(actor->spr.lotag); actor->Destroy(); } } } lotaglist = 0; it.Reset(STAT_DEFAULT); while (auto ac = it.Next()) { switch (ac->spr.picnum) { case IRONWHEELSWITCHON: if (!isRRRA()) break; [[fallthrough]]; case DIPSWITCHON: case DIPSWITCH2ON: case PULLSWITCHON: case HANDSWITCHON: case SLOTDOORON: case LIGHTSWITCHON: case SPACELIGHTSWITCHON: case SPACEDOORSWITCHON: case FRANKENSTINESWITCHON: case LIGHTSWITCH2ON: case POWERSWITCH1ON: case LOCKSWITCH1ON: case POWERSWITCH2ON: case CHICKENPLANTBUTTON: case CHICKENPLANTBUTTONON: for (j = 0; j < lotaglist; j++) if (ac->spr.lotag == lotags[j]) break; if (j == lotaglist) { lotags[lotaglist] = ac->spr.lotag; lotaglist++; if (lotaglist > 64) I_Error("Too many switches (64 max)."); DukeStatIterator it1(STAT_EFFECTOR); while (auto actj = it1.Next()) { if (actj->spr.lotag == 12 && actj->spr.hitag == ac->spr.lotag) actj->temp_data[0] = 1; } } break; } } mirrorcnt = 0; for (auto& wl : wall) { walltype* wal = &wl; 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 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 BIGFORCE: animwall[numanimwalls].wall = wal; numanimwalls++; continue; } wal->extra = -1; switch (wal->picnum) { case SCREENBREAK6: case SCREENBREAK7: case SCREENBREAK8: for (j = SCREENBREAK6; j <= SCREENBREAK8; j++) tloadtile(j); animwall[numanimwalls].wall = wal; animwall[numanimwalls].tag = -1; numanimwalls++; break; } } //Invalidate textures in sector behind mirror for (i = 0; i < mirrorcnt; i++) { for (auto& mwal : mirrorsector[i]->walls) { mwal.picnum = MIRROR; mwal.overpicnum = MIRROR; } } thunder_brightness = 0; } END_DUKE_NS