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60af1b4c62
This not only matches its use in CON but seems to be used as a counter in most other places as well. The main reason is to improve readability of CON to ZScript conversions.
300 lines
6.8 KiB
C++
300 lines
6.8 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "build.h"
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#include "names_d.h"
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#include "dukeactor.h"
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#include "precache.h"
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BEGIN_DUKE_NS
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inline void tloadtile(int tilenum, int palnum = 0)
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{
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assert(tilenum < MAXTILES);
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markTextureForPrecache(tileGetTextureID(tilenum), palnum);
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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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static void cachespritenum(DDukeActor* actor)
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{
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int maxc;
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int j;
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int pal = actor->spr.pal;
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if(ud.monsters_off && badguy(actor)) return;
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maxc = 1;
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switch(actor->spr.picnum)
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{
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case DTILE_HYDRENT:
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tloadtile(DTILE_BROKEFIREHYDRENT);
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for(j = DTILE_TOILETWATER; j < (DTILE_TOILETWATER+4); j++)
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tloadtile(j, pal);
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break;
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case DTILE_TOILET:
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tloadtile(DTILE_TOILETBROKE);
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for(j = DTILE_TOILETWATER; j < (DTILE_TOILETWATER+4); j++)
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tloadtile(j, pal);
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break;
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case DTILE_STALL:
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tloadtile(DTILE_STALLBROKE);
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for(j = DTILE_TOILETWATER; j < (DTILE_TOILETWATER+4); j++)
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tloadtile(j, pal);
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break;
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case DTILE_RUBBERCAN:
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maxc = 2;
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break;
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case DTILE_TOILETWATER:
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maxc = 4;
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break;
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case DTILE_FEMPIC1:
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maxc = 44;
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break;
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case DTILE_LIZTROOP:
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case DTILE_LIZTROOPRUNNING:
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case DTILE_LIZTROOPSHOOT:
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case DTILE_LIZTROOPJETPACK:
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case DTILE_LIZTROOPONTOILET:
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case DTILE_LIZTROOPDUCKING:
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for(j = DTILE_LIZTROOP; j < (DTILE_LIZTROOP+72); j++)
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tloadtile(j, pal);
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for(j=DTILE_HEADJIB1;j<DTILE_LEGJIB1+3;j++)
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tloadtile(j, pal);
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maxc = 0;
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break;
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case DTILE_WOODENHORSE:
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maxc = 5;
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for(j = DTILE_HORSEONSIDE; j < (DTILE_HORSEONSIDE+4); j++)
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tloadtile(j, pal);
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break;
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case DTILE_NEWBEAST:
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case DTILE_NEWBEASTSTAYPUT:
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maxc = 90;
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break;
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case DTILE_BOSS1:
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case DTILE_BOSS2:
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case DTILE_BOSS3:
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maxc = 30;
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break;
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case DTILE_OCTABRAIN:
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case DTILE_OCTABRAINSTAYPUT:
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case DTILE_COMMANDER:
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case DTILE_COMMANDERSTAYPUT:
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maxc = 38;
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break;
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case DTILE_RECON:
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maxc = 13;
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break;
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case DTILE_PIGCOP:
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case DTILE_PIGCOPDIVE:
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maxc = 61;
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break;
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case DTILE_SHARK:
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maxc = 30;
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break;
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case DTILE_LIZMAN:
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case DTILE_LIZMANSPITTING:
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case DTILE_LIZMANFEEDING:
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case DTILE_LIZMANJUMP:
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for(j=DTILE_LIZMANHEAD1;j<DTILE_LIZMANLEG1+3;j++)
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tloadtile(j, pal);
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maxc = 80;
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break;
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case DTILE_APLAYER:
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maxc = 0;
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if(ud.multimode > 1)
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{
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maxc = 5;
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for(j = 1420;j < 1420+106; j++)
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tloadtile(j, pal);
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}
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break;
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case DTILE_ATOMICHEALTH:
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maxc = 14;
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break;
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case DTILE_DRONE:
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maxc = 10;
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break;
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case DTILE_EXPLODINGBARREL:
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maxc = 3;
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break;
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case DTILE_NUKEBARREL:
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maxc = 5;
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break;
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}
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for(j = actor->spr.picnum; j < (actor->spr.picnum+maxc); j++)
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tloadtile(j, pal);
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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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static void cachegoodsprites(void)
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{
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int i;
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for(i=DTILE_FOOTPRINTS;i<DTILE_FOOTPRINTS+3;i++)
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tloadtile(i);
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for( i = DTILE_BURNING; i < DTILE_BURNING+14; i++)
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tloadtile(i);
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for( i = DTILE_BURNING2; i < DTILE_BURNING2+14; i++)
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tloadtile(i);
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for( i = DTILE_CRACKKNUCKLES; i < DTILE_CRACKKNUCKLES+4; i++)
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tloadtile(i);
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for( i = DTILE_FIRSTGUN; i < DTILE_FIRSTGUN+3 ; i++ )
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tloadtile(i);
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for( i = DTILE_EXPLOSION2; i < DTILE_EXPLOSION2+21 ; i++ )
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tloadtile(i);
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tloadtile(DTILE_BULLETHOLE);
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for( i = DTILE_FIRSTGUNRELOAD; i < DTILE_FIRSTGUNRELOAD+8 ; i++ )
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tloadtile(i);
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tloadtile(DTILE_FOOTPRINTS);
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for( i = DTILE_JIBS1; i < (DTILE_JIBS5+5); i++)
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tloadtile(i);
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for( i = DTILE_SCRAP1; i < (DTILE_SCRAP1+19); i++)
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tloadtile(i);
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for( i = DTILE_SMALLSMOKE; i < (DTILE_SMALLSMOKE+4); i++)
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tloadtile(i);
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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 cacheit_d(void)
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{
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cachegoodsprites();
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DukeSpriteIterator it;
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while (auto act = it.Next())
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{
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if (act->spr.scale.X != 0 && act->spr.scale.Y != 0 && (act->spr.cstat & CSTAT_SPRITE_INVISIBLE) == 0)
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cachespritenum(act);
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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 prelevel_d(int g, TArray<DDukeActor*>& actors)
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{
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int j, lotaglist;
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TArray<short> lotags;
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prelevel_common(g);
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DukeStatIterator it(STAT_DEFAULT);
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while (auto ac = it.Next())
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{
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LoadActor(ac, -1, -1);
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if (ac->spr.lotag == -1 && (ac->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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ps[0].Exit = ac->spr.pos.XY();
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}
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else
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premapcontroller(ac);
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}
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for (auto actor : actors)
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{
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if (actor->exists())
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{
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if (iseffector(actor) && actor->spr.lotag == SE_14_SUBWAY_CAR)
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continue;
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spriteinit(actor, actors);
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}
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}
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for (auto actor : actors)
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{
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if (actor->exists())
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{
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if (iseffector(actor) && actor->spr.lotag == SE_14_SUBWAY_CAR)
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spriteinit(actor, actors);
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}
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}
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lotaglist = 0;
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it.Reset(STAT_DEFAULT);
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while (auto actor = it.Next())
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{
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auto ext = GetExtInfo(actor->spr.spritetexture());
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if (ext.switchphase == 1 && switches[ext.switchindex].type == SwitchDef::Regular)
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{
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j = lotags.Find(actor->spr.lotag);
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if (j == lotags.Size())
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{
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lotags.Push(actor->spr.lotag);
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DukeStatIterator it1(STAT_EFFECTOR);
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while (auto ac = it1.Next())
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{
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if (ac->spr.lotag == SE_12_LIGHT_SWITCH && ac->spr.hitag == actor->spr.lotag)
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ac->counter = 1;
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}
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}
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}
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}
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}
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END_DUKE_NS
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