raze/source/games/sw/src/copysect.cpp
Christoph Oelckers d064706f93 - got rid of wallpicnum and overpicnum.
All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
2022-12-29 14:14:53 +01:00

277 lines
9.4 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "game.h"
#include "tags.h"
#include "weapon.h"
#include "sprite.h"
#include "misc.h"
#include "interpso.h"
#include "render.h"
BEGIN_SW_NS
extern DAngle GlobSpeedSO;
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void CopySectorWalls(sectortype* dest_sect, sectortype* src_sect)
{
SECTOR_OBJECT* sop;
sectortype* *sectp;
auto dwall = dest_sect->walls.Data();
auto swall = src_sect->walls.Data();
auto firstwall = dwall;
// this looks broken.
do
{
dwall->setwalltexture(swall->walltexture);
dwall->setovertexture(swall->overtexture);
dwall->xrepeat = swall->xrepeat;
dwall->yrepeat = swall->yrepeat;
dwall->pal = swall->pal;
dwall->cstat = swall->cstat;
dwall->shade = swall->shade;
dwall->xpan_ = swall->xpan_;
dwall->ypan_ = swall->ypan_;
dwall->hitag = swall->hitag;
dwall->lotag = swall->lotag;
dwall->extra = swall->extra;
if (dwall->twoSided() && swall->twoSided())
{
auto const dest_nextwall = dwall->nextWall();
auto const src_nextwall = swall->nextWall();
dest_nextwall->setwalltexture(src_nextwall->walltexture);
dest_nextwall->xrepeat = src_nextwall->xrepeat;
dest_nextwall->yrepeat = src_nextwall->yrepeat;
dest_nextwall->setovertexture(src_nextwall->overtexture);
dest_nextwall->pal = src_nextwall->pal;
dest_nextwall->cstat = src_nextwall->cstat;
dest_nextwall->shade = src_nextwall->shade;
dest_nextwall->xpan_ = src_nextwall->xpan_;
dest_nextwall->ypan_ = src_nextwall->ypan_;
dest_nextwall->hitag = src_nextwall->hitag;
dest_nextwall->lotag = src_nextwall->lotag;
dest_nextwall->extra = src_nextwall->extra;
}
dwall = dwall->point2Wall();
swall = swall->point2Wall();
}
while (dwall != firstwall);
// TODO: Mapping a sector to the sector object to which it belongs is better
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
{
if (SO_EMPTY(sop))
continue;
for (sectp = sop->sectp; *sectp; sectp++)
if (*sectp == dest_sect)
{
so_setinterpolationtics(sop, 0);
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void CopySectorMatch(int match)
{
sectortype* dsectp, *ssectp;
int kill;
SWStatIterator it(STAT_COPY_DEST);
while (auto dActor = it.Next())
{
dsectp = dActor->sector();
if (match != dActor->spr.lotag)
continue;
SWStatIterator it2(STAT_COPY_SOURCE);
while (auto sActor = it2.Next())
{
if (SP_TAG2(sActor) == SP_TAG2(dActor) &&
SP_TAG3(sActor) == SP_TAG3(dActor))
{
ssectp = sActor->sector();
// !!!!!AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHH
// Don't kill anything you don't have to
// this wall killing things on a Queue causing
// invalid situations
#if 1
// kill all sprites in the dest sector that need to be
SWSectIterator itsec(dsectp);
while (auto itActor = itsec.Next())
{
// kill anything not invisible
if (!(itActor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
{
if (itActor->hasU())
{
// be safe with the killing
//SetSuicide(kill);
}
else
{
SpriteQueueDelete(itActor); // new function to allow killing - hopefully
KillActor(itActor);
}
}
}
#endif
CopySectorWalls(dsectp, ssectp);
itsec.Reset(ssectp);
while (auto itActor = itsec.Next())
{
// don't move ST1 Copy Tags
if (SP_TAG1(itActor) != SECT_COPY_SOURCE)
{
// move sprites from source to dest - use center offset
// get center of src and dest sect
auto spos =SectorMidPoint(sActor->sector());
auto dpos = SectorMidPoint(dActor->sector());
// get offset
auto src_off = spos.XY() - itActor->spr.pos.XY();
// move sprite to dest sector
itActor->spr.pos.XY() = dpos.XY() - src_off;
// change sector
ChangeActorSect(itActor, dsectp);
// check to see if it moved on to a sector object
if ((dsectp->extra & SECTFX_SECTOR_OBJECT))
{
SECTOR_OBJECT* sop;
// find and add sprite to SO
sop = DetectSectorObject(itActor->sector());
AddSpriteToSectorObject(itActor, sop);
// update sprites postions so they aren't in the
// wrong place for one frame
GlobSpeedSO = nullAngle;
RefreshPoints(sop, DVector2(0, 0), true);
}
}
}
// copy sector user if there is one
dsectp->flags = ssectp->flags;
dsectp->depth_fixed = ssectp->depth_fixed;
dsectp->stag = ssectp->stag;
dsectp->angle = ssectp->angle;
dsectp->height = ssectp->height;
dsectp->speed = ssectp->speed;
dsectp->damage = ssectp->damage;
dsectp->number = ssectp->number;
if (ssectp->u_defined) dsectp->u_defined = true;
dsectp->flags2 = ssectp->flags2;
dsectp->hitag = ssectp->hitag;
dsectp->lotag = ssectp->lotag;
dsectp->setfloorz(ssectp->floorz);
dsectp->setceilingz(ssectp->ceilingz);
dsectp->floorshade = ssectp->floorshade;
dsectp->ceilingshade = ssectp->ceilingshade;
dsectp->setfloortexture(ssectp->floortexture);
dsectp->setceilingtexture(ssectp->ceilingtexture);
dsectp->floorheinum = ssectp->floorheinum;
dsectp->ceilingheinum = ssectp->ceilingheinum;
dsectp->floorpal = ssectp->floorpal;
dsectp->ceilingpal = ssectp->ceilingpal;
dsectp->floorxpan_ = ssectp->floorxpan_;
dsectp->ceilingxpan_ = ssectp->ceilingxpan_;
dsectp->floorypan_ = ssectp->floorypan_;
dsectp->ceilingypan_ = ssectp->ceilingypan_;
dsectp->floorstat = ssectp->floorstat;
dsectp->ceilingstat = ssectp->ceilingstat;
dsectp->extra = ssectp->extra;
dsectp->visibility = ssectp->visibility;
if (ssectp->floortexture == FAFMirrorPic[0] || ssectp->ceilingtexture == FAFMirrorPic[0])
{
CollectPortals(); // unavoidable. Since these portals are not static we have to reinitialize all of them.
}
}
}
}
// do this outside of processing loop for safety
// kill all matching dest
it.Reset(STAT_COPY_DEST);
while (auto dActor = it.Next())
{
if (match == dActor->spr.lotag)
KillActor(dActor);
}
// kill all matching sources
it.Reset(STAT_COPY_SOURCE);
while (auto sActor = it.Next())
{
if (match == sActor->spr.lotag)
KillActor(sActor);
}
}
END_SW_NS