raze/source/games/duke/src/premap_d.cpp
Mitchell Richters 526db7f8b0 - Fix all GCC warnings in the game-side code.
* Most of these were due to mixed spaces/tabs playing nastiness with non-braced if/else statements.
2023-12-05 22:39:23 +01:00

110 lines
2.8 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 "dukeactor.h"
#include "precache.h"
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void prelevel_d(int g, TArray<DDukeActor*>& actors)
{
unsigned j;
TArray<short> lotags;
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))
{
getPlayer(0)->Exit = ac->spr.pos.XY();
}
else
premapcontroller(ac);
}
for (auto actor : actors)
{
if (actor->exists())
{
if (iseffector(actor) && actor->spr.lotag == SE_14_SUBWAY_CAR)
continue;
spriteinit(actor, actors);
}
}
for (auto actor : actors)
{
if (actor->exists())
{
if (iseffector(actor) && actor->spr.lotag == SE_14_SUBWAY_CAR)
spriteinit(actor, actors);
}
}
it.Reset(STAT_DEFAULT);
while (auto actor = it.Next())
{
auto ext = GetExtInfo(actor->spr.spritetexture());
if (ext.switchphase == 1 && switches[ext.switchindex].type == SwitchDef::Regular)
{
j = lotags.Find(actor->spr.lotag);
if (j == lotags.Size())
{
lotags.Push(actor->spr.lotag);
DukeStatIterator it1(STAT_EFFECTOR);
while (auto ac = it1.Next())
{
if (ac->spr.lotag == SE_12_LIGHT_SWITCH && ac->spr.hitag == actor->spr.lotag)
ac->counter = 1;
}
}
}
}
}
END_DUKE_NS