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8dedcf94d3
Due to precomposition these single tiles will never be rendered anyway.
501 lines
11 KiB
C++
501 lines
11 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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markTileForPrecache(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 HYDRENT:
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tloadtile(BROKEFIREHYDRENT);
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for(j = TOILETWATER; j < (TOILETWATER+4); j++)
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tloadtile(j, pal);
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break;
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case TOILET:
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tloadtile(TOILETBROKE);
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for(j = TOILETWATER; j < (TOILETWATER+4); j++)
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tloadtile(j, pal);
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break;
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case STALL:
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tloadtile(STALLBROKE);
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for(j = TOILETWATER; j < (TOILETWATER+4); j++)
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tloadtile(j, pal);
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break;
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case RUBBERCAN:
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maxc = 2;
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break;
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case TOILETWATER:
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maxc = 4;
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break;
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case FEMPIC1:
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maxc = 44;
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break;
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case LIZTROOP:
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case LIZTROOPRUNNING:
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case LIZTROOPSHOOT:
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case LIZTROOPJETPACK:
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case LIZTROOPONTOILET:
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case LIZTROOPDUCKING:
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for(j = LIZTROOP; j < (LIZTROOP+72); j++)
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tloadtile(j, pal);
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for(j=HEADJIB1;j<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 WOODENHORSE:
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maxc = 5;
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for(j = HORSEONSIDE; j < (HORSEONSIDE+4); j++)
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tloadtile(j, pal);
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break;
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case NEWBEAST:
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case NEWBEASTSTAYPUT:
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maxc = 90;
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break;
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case BOSS1:
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case BOSS2:
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case BOSS3:
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maxc = 30;
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break;
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case OCTABRAIN:
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case OCTABRAINSTAYPUT:
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case COMMANDER:
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case COMMANDERSTAYPUT:
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maxc = 38;
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break;
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case RECON:
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maxc = 13;
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break;
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case PIGCOP:
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case PIGCOPDIVE:
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maxc = 61;
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break;
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case SHARK:
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maxc = 30;
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break;
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case LIZMAN:
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case LIZMANSPITTING:
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case LIZMANFEEDING:
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case LIZMANJUMP:
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for(j=LIZMANHEAD1;j<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 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 ATOMICHEALTH:
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maxc = 14;
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break;
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case DRONE:
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maxc = 10;
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break;
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case EXPLODINGBARREL:
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case SEENINE:
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case OOZFILTER:
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maxc = 3;
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break;
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case NUKEBARREL:
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case CAMERA1:
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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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tloadtile(BOTTOMSTATUSBAR);
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if (ud.multimode > 1)
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{
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tloadtile(FRAGBAR);
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for (i = MINIFONT; i < MINIFONT + 63; i++)
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tloadtile(i);
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}
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tloadtile(VIEWSCREEN);
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for(i=FOOTPRINTS;i<FOOTPRINTS+3;i++)
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tloadtile(i);
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for( i = BURNING; i < BURNING+14; i++)
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tloadtile(i);
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for( i = BURNING2; i < BURNING2+14; i++)
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tloadtile(i);
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for( i = CRACKKNUCKLES; i < CRACKKNUCKLES+4; i++)
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tloadtile(i);
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for( i = FIRSTGUN; i < FIRSTGUN+3 ; i++ )
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tloadtile(i);
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for( i = EXPLOSION2; i < EXPLOSION2+21 ; i++ )
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tloadtile(i);
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tloadtile(BULLETHOLE);
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for( i = FIRSTGUNRELOAD; i < FIRSTGUNRELOAD+8 ; i++ )
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tloadtile(i);
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tloadtile(FOOTPRINTS);
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for( i = JIBS1; i < (JIBS5+5); i++)
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tloadtile(i);
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for( i = SCRAP1; i < (SCRAP1+19); i++)
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tloadtile(i);
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for( i = SMALLSMOKE; i < (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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if (!r_precache) return;
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cachegoodsprites();
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for (auto& wal : wall)
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{
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tloadtile(wal.picnum, wal.pal);
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if (wal.overpicnum >= 0)
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tloadtile(wal.overpicnum, wal.pal);
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}
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for (auto& sect: sector)
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{
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tloadtile(sect.floorpicnum, sect.floorpal);
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tloadtile(sect.ceilingpicnum, sect.ceilingpal);
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DukeSectIterator it(§);
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while (auto act = it.Next())
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{
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if (act->spr.xrepeat != 0 && act->spr.yrepeat != 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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precacheMarkedTiles();
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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 spriteinit_d(DDukeActor* actor, TArray<DDukeActor*>& actors)
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{
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bool res = initspriteforspawn(actor, { CRACK1, CRACK2, CRACK3, CRACK4, SPEAKER, LETTER, DUCK, TARGET, TRIPBOMB, VIEWSCREEN, VIEWSCREEN2 });
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if (res) spawninit_d(nullptr, actor, &actors);
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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 i, j, lotaglist;
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short lotags[65];
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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.X = ac->spr.pos.X;
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ps[0].exit.Y = ac->spr.pos.Y;
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}
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else switch (ac->spr.picnum)
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{
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case GPSPEED:
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ac->sector()->extra = ac->spr.lotag;
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deletesprite(ac);
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break;
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case CYCLER:
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if (numcyclers >= MAXCYCLERS)
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I_Error("Too many cycling sectors.");
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cyclers[numcyclers].sector = ac->sector();
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cyclers[numcyclers].lotag = ac->spr.lotag;
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cyclers[numcyclers].shade1 = ac->spr.shade;
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cyclers[numcyclers].shade2 = ac->sector()->floorshade;
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cyclers[numcyclers].hitag = ac->spr.hitag;
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cyclers[numcyclers].state = (ac->spr.ang == 1536);
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numcyclers++;
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deletesprite(ac);
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break;
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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 (actor->spr.picnum == SECTOREFFECTOR && actor->spr.lotag == SE_14_SUBWAY_CAR)
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continue;
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spriteinit_d(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 (actor->spr.picnum == SECTOREFFECTOR && actor->spr.lotag == SE_14_SUBWAY_CAR)
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spriteinit_d(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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switch (actor->spr.picnum)
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{
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case DIPSWITCH + 1:
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case DIPSWITCH2 + 1:
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case PULLSWITCH + 1:
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case HANDSWITCH + 1:
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case SLOTDOOR + 1:
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case LIGHTSWITCH + 1:
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case SPACELIGHTSWITCH + 1:
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case SPACEDOORSWITCH + 1:
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case FRANKENSTINESWITCH + 1:
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case LIGHTSWITCH2 + 1:
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case POWERSWITCH1 + 1:
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case LOCKSWITCH1 + 1:
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case POWERSWITCH2 + 1:
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for (j = 0; j < lotaglist; j++)
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if (actor->spr.lotag == lotags[j])
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break;
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if (j == lotaglist)
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{
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lotags[lotaglist] = actor->spr.lotag;
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lotaglist++;
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if (lotaglist > 64)
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I_Error("Too many switches (64 max).");
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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 == 12 && ac->spr.hitag == actor->spr.lotag)
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ac->temp_data[0] = 1;
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}
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}
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break;
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}
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}
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mirrorcnt = 0;
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for (auto& wal : wall)
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{
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if (wal.overpicnum == MIRROR && (wal.cstat & CSTAT_WALL_1WAY) != 0)
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{
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auto sectp = wal.nextSector();
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if (mirrorcnt > 63)
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I_Error("Too many mirrors (64 max.)");
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if (sectp && sectp->ceilingpicnum != MIRROR)
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{
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sectp->ceilingpicnum = MIRROR;
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sectp->floorpicnum = MIRROR;
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mirrorwall[mirrorcnt] = &wal;
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mirrorsector[mirrorcnt] = sectp;
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mirrorcnt++;
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continue;
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}
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}
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if (numanimwalls >= MAXANIMWALLS)
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I_Error("Too many 'anim' walls (max 512.)");
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animwall[numanimwalls].tag = 0;
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animwall[numanimwalls].wall = nullptr;
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switch (wal.overpicnum)
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{
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case FANSHADOW:
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case FANSPRITE:
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wal.cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN;
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animwall[numanimwalls].wall = &wal;
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numanimwalls++;
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break;
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case W_FORCEFIELD:
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for (int jj = 0; jj < 3; jj++)
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tloadtile(W_FORCEFIELD + jj);
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[[fallthrough]];
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case W_FORCEFIELD + 1:
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case W_FORCEFIELD + 2:
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if (wal.shade > 31)
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wal.cstat = 0;
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else wal.cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_MASKED | CSTAT_WALL_BLOCK_HITSCAN | CSTAT_WALL_YFLIP;
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if (wal.lotag && wal.twoSided())
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wal.nextWall()->lotag = wal.lotag;
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[[fallthrough]];
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case BIGFORCE:
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animwall[numanimwalls].wall = &wal;
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numanimwalls++;
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continue;
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}
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wal.extra = -1;
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switch (wal.picnum)
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{
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case W_TECHWALL1:
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case W_TECHWALL2:
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case W_TECHWALL3:
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case W_TECHWALL4:
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animwall[numanimwalls].wall = &wal;
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// animwall[numanimwalls].tag = -1;
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numanimwalls++;
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break;
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case SCREENBREAK6:
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case SCREENBREAK7:
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case SCREENBREAK8:
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for (int jj = SCREENBREAK6; jj < SCREENBREAK9; jj++)
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tloadtile(jj);
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animwall[numanimwalls].wall = &wal;
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animwall[numanimwalls].tag = -1;
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numanimwalls++;
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break;
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case FEMPIC1:
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case FEMPIC2:
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case FEMPIC3:
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wal.extra = wal.picnum;
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animwall[numanimwalls].tag = -1;
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animwall[numanimwalls].wall = &wal;
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animwall[numanimwalls].tag = wal.picnum;
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numanimwalls++;
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break;
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case SCREENBREAK1:
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case SCREENBREAK2:
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case SCREENBREAK3:
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case SCREENBREAK4:
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case SCREENBREAK5:
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case SCREENBREAK9:
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case SCREENBREAK10:
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case SCREENBREAK11:
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case SCREENBREAK12:
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case SCREENBREAK13:
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case SCREENBREAK14:
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case SCREENBREAK15:
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case SCREENBREAK16:
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case SCREENBREAK17:
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case SCREENBREAK18:
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case SCREENBREAK19:
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animwall[numanimwalls].wall = &wal;
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animwall[numanimwalls].tag = wal.picnum;
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numanimwalls++;
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break;
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}
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}
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//Invalidate textures in sector behind mirror
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for (i = 0; i < mirrorcnt; i++)
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{
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for (auto& wal : wallsofsector(mirrorsector[i]))
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{
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wal.picnum = MIRROR;
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wal.overpicnum = MIRROR;
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}
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}
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}
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END_DUKE_NS
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