mirror of
https://github.com/ZDoom/Raze.git
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d064706f93
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...)
277 lines
9.4 KiB
C++
277 lines
9.4 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "names2.h"
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#include "game.h"
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#include "tags.h"
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#include "weapon.h"
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#include "sprite.h"
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#include "misc.h"
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#include "interpso.h"
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#include "render.h"
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BEGIN_SW_NS
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extern DAngle GlobSpeedSO;
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void CopySectorWalls(sectortype* dest_sect, sectortype* src_sect)
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{
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SECTOR_OBJECT* sop;
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sectortype* *sectp;
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auto dwall = dest_sect->walls.Data();
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auto swall = src_sect->walls.Data();
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auto firstwall = dwall;
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// this looks broken.
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do
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{
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dwall->setwalltexture(swall->walltexture);
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dwall->setovertexture(swall->overtexture);
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dwall->xrepeat = swall->xrepeat;
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dwall->yrepeat = swall->yrepeat;
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dwall->pal = swall->pal;
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dwall->cstat = swall->cstat;
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dwall->shade = swall->shade;
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dwall->xpan_ = swall->xpan_;
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dwall->ypan_ = swall->ypan_;
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dwall->hitag = swall->hitag;
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dwall->lotag = swall->lotag;
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dwall->extra = swall->extra;
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if (dwall->twoSided() && swall->twoSided())
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{
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auto const dest_nextwall = dwall->nextWall();
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auto const src_nextwall = swall->nextWall();
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dest_nextwall->setwalltexture(src_nextwall->walltexture);
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dest_nextwall->xrepeat = src_nextwall->xrepeat;
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dest_nextwall->yrepeat = src_nextwall->yrepeat;
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dest_nextwall->setovertexture(src_nextwall->overtexture);
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dest_nextwall->pal = src_nextwall->pal;
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dest_nextwall->cstat = src_nextwall->cstat;
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dest_nextwall->shade = src_nextwall->shade;
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dest_nextwall->xpan_ = src_nextwall->xpan_;
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dest_nextwall->ypan_ = src_nextwall->ypan_;
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dest_nextwall->hitag = src_nextwall->hitag;
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dest_nextwall->lotag = src_nextwall->lotag;
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dest_nextwall->extra = src_nextwall->extra;
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}
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dwall = dwall->point2Wall();
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swall = swall->point2Wall();
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}
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while (dwall != firstwall);
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// TODO: Mapping a sector to the sector object to which it belongs is better
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for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
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{
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if (SO_EMPTY(sop))
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continue;
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for (sectp = sop->sectp; *sectp; sectp++)
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if (*sectp == dest_sect)
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{
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so_setinterpolationtics(sop, 0);
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break;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void CopySectorMatch(int match)
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{
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sectortype* dsectp, *ssectp;
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int kill;
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SWStatIterator it(STAT_COPY_DEST);
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while (auto dActor = it.Next())
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{
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dsectp = dActor->sector();
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if (match != dActor->spr.lotag)
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continue;
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SWStatIterator it2(STAT_COPY_SOURCE);
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while (auto sActor = it2.Next())
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{
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if (SP_TAG2(sActor) == SP_TAG2(dActor) &&
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SP_TAG3(sActor) == SP_TAG3(dActor))
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{
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ssectp = sActor->sector();
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// !!!!!AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHH
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// Don't kill anything you don't have to
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// this wall killing things on a Queue causing
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// invalid situations
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#if 1
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// kill all sprites in the dest sector that need to be
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SWSectIterator itsec(dsectp);
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while (auto itActor = itsec.Next())
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{
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// kill anything not invisible
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if (!(itActor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
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{
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if (itActor->hasU())
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{
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// be safe with the killing
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//SetSuicide(kill);
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}
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else
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{
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SpriteQueueDelete(itActor); // new function to allow killing - hopefully
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KillActor(itActor);
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}
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}
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}
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#endif
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CopySectorWalls(dsectp, ssectp);
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itsec.Reset(ssectp);
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while (auto itActor = itsec.Next())
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{
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// don't move ST1 Copy Tags
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if (SP_TAG1(itActor) != SECT_COPY_SOURCE)
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{
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// move sprites from source to dest - use center offset
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// get center of src and dest sect
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auto spos =SectorMidPoint(sActor->sector());
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auto dpos = SectorMidPoint(dActor->sector());
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// get offset
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auto src_off = spos.XY() - itActor->spr.pos.XY();
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// move sprite to dest sector
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itActor->spr.pos.XY() = dpos.XY() - src_off;
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// change sector
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ChangeActorSect(itActor, dsectp);
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// check to see if it moved on to a sector object
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if ((dsectp->extra & SECTFX_SECTOR_OBJECT))
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{
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SECTOR_OBJECT* sop;
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// find and add sprite to SO
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sop = DetectSectorObject(itActor->sector());
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AddSpriteToSectorObject(itActor, sop);
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// update sprites postions so they aren't in the
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// wrong place for one frame
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GlobSpeedSO = nullAngle;
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RefreshPoints(sop, DVector2(0, 0), true);
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}
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}
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}
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// copy sector user if there is one
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dsectp->flags = ssectp->flags;
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dsectp->depth_fixed = ssectp->depth_fixed;
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dsectp->stag = ssectp->stag;
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dsectp->angle = ssectp->angle;
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dsectp->height = ssectp->height;
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dsectp->speed = ssectp->speed;
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dsectp->damage = ssectp->damage;
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dsectp->number = ssectp->number;
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if (ssectp->u_defined) dsectp->u_defined = true;
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dsectp->flags2 = ssectp->flags2;
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dsectp->hitag = ssectp->hitag;
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dsectp->lotag = ssectp->lotag;
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dsectp->setfloorz(ssectp->floorz);
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dsectp->setceilingz(ssectp->ceilingz);
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dsectp->floorshade = ssectp->floorshade;
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dsectp->ceilingshade = ssectp->ceilingshade;
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dsectp->setfloortexture(ssectp->floortexture);
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dsectp->setceilingtexture(ssectp->ceilingtexture);
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dsectp->floorheinum = ssectp->floorheinum;
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dsectp->ceilingheinum = ssectp->ceilingheinum;
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dsectp->floorpal = ssectp->floorpal;
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dsectp->ceilingpal = ssectp->ceilingpal;
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dsectp->floorxpan_ = ssectp->floorxpan_;
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dsectp->ceilingxpan_ = ssectp->ceilingxpan_;
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dsectp->floorypan_ = ssectp->floorypan_;
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dsectp->ceilingypan_ = ssectp->ceilingypan_;
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dsectp->floorstat = ssectp->floorstat;
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dsectp->ceilingstat = ssectp->ceilingstat;
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dsectp->extra = ssectp->extra;
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dsectp->visibility = ssectp->visibility;
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if (ssectp->floortexture == FAFMirrorPic[0] || ssectp->ceilingtexture == FAFMirrorPic[0])
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{
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CollectPortals(); // unavoidable. Since these portals are not static we have to reinitialize all of them.
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}
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}
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}
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}
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// do this outside of processing loop for safety
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// kill all matching dest
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it.Reset(STAT_COPY_DEST);
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while (auto dActor = it.Next())
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{
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if (match == dActor->spr.lotag)
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KillActor(dActor);
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}
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// kill all matching sources
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it.Reset(STAT_COPY_SOURCE);
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while (auto sActor = it.Next())
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{
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if (match == sActor->spr.lotag)
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KillActor(sActor);
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}
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}
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END_SW_NS
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