raze/source/games/duke/src/premap_d.cpp
2022-10-20 23:08:55 +02:00

480 lines
10 KiB
C++

//-------------------------------------------------------------------------
/*
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<LEGJIB1+3;j++)
tloadtile(j, pal);
maxc = 0;
break;
case WOODENHORSE:
maxc = 5;
for(j = HORSEONSIDE; j < (HORSEONSIDE+4); j++)
tloadtile(j, pal);
break;
case NEWBEAST:
case NEWBEASTSTAYPUT:
maxc = 90;
break;
case BOSS1:
case BOSS2:
case BOSS3:
maxc = 30;
break;
case OCTABRAIN:
case OCTABRAINSTAYPUT:
case COMMANDER:
case COMMANDERSTAYPUT:
maxc = 38;
break;
case RECON:
maxc = 13;
break;
case PIGCOP:
case PIGCOPDIVE:
maxc = 61;
break;
case SHARK:
maxc = 30;
break;
case LIZMAN:
case LIZMANSPITTING:
case LIZMANFEEDING:
case LIZMANJUMP:
for(j=LIZMANHEAD1;j<LIZMANLEG1+3;j++)
tloadtile(j, pal);
maxc = 80;
break;
case APLAYER:
maxc = 0;
if(ud.multimode > 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<FOOTPRINTS+3;i++)
tloadtile(i);
for( i = BURNING; i < BURNING+14; i++)
tloadtile(i);
for( i = BURNING2; i < BURNING2+14; i++)
tloadtile(i);
for( i = CRACKKNUCKLES; i < CRACKKNUCKLES+4; i++)
tloadtile(i);
for( i = FIRSTGUN; i < FIRSTGUN+3 ; i++ )
tloadtile(i);
for( i = EXPLOSION2; i < EXPLOSION2+21 ; i++ )
tloadtile(i);
tloadtile(BULLETHOLE);
for( i = FIRSTGUNRELOAD; i < FIRSTGUNRELOAD+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_d(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(&sect);
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<DDukeActor*>& actors)
{
bool res = initspriteforspawn(actor);
if (res) spawninit_d(nullptr, actor, &actors);
}
void prelevel_d(int g, TArray<DDukeActor*>& 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 = ac->spr.pos.XY();
}
else
premapcontroller(ac);
}
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