Move */main/gameseg.c -> similar/main/gameseg.c
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fd710386b5
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d607792030
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@ -455,6 +455,7 @@ class DXXProgram(DXXCommon):
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'main/effects.c',
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'main/gamefont.c',
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'main/gamerend.c',
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'main/gameseg.c',
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'main/hostage.c',
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'main/hud.c',
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'main/inferno.c',
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@ -718,7 +719,6 @@ class D1XProgram(DXXProgram):
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'main/gamecntl.c',
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'main/gamemine.c',
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'main/gamesave.c',
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'main/gameseg.c',
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'main/gameseq.c',
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'main/gauges.c',
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'main/hostage.c',
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@ -818,7 +818,6 @@ class D2XProgram(DXXProgram):
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'main/gamemine.c',
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'main/gamepal.c',
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'main/gamesave.c',
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'main/gameseg.c',
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'main/gameseq.c',
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'main/gauges.c',
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'main/kconfig.c',
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File diff suppressed because it is too large
Load diff
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@ -38,9 +38,11 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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// How far a point can be from a plane, and still be "in" the plane
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#define PLANE_DIST_TOLERANCE 250
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#if defined(DXX_BUILD_DESCENT_II)
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dl_index Dl_indices[MAX_DL_INDICES];
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delta_light Delta_lights[MAX_DELTA_LIGHTS];
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int Num_static_lights;
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#endif
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// ------------------------------------------------------------------------------------------
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// Compute the center point of a side of a segment.
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@ -461,9 +463,6 @@ ubyte get_side_dists(vms_vector *checkp,int segnum,fix *side_dists)
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Assert((segnum <= Highest_segment_index) && (segnum >= 0));
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if (segnum==-1)
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Error("segnum == -1 in get_seg_dists()");
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seg = &Segments[segnum];
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//check point against each side of segment. return bitmask
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@ -702,7 +701,11 @@ int check_segment_connections(void)
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// Used to become a constant based on editor, but I wanted to be able to set
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// this for omega blob find_point_seg calls.
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// Would be better to pass a paremeter to the routine...--MK, 01/17/96
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#if defined(DXX_BUILD_DESCENT_II) || defined(EDITOR)
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int Doing_lighting_hack_flag=0;
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#else
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#define Doing_lighting_hack_flag 0
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#endif
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// figure out what seg the given point is in, tracing through segments
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// returns segment number, or -1 if can't find segment
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@ -866,6 +869,12 @@ int find_point_seg(vms_vector *p,int segnum)
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int Connected_segment_distance;
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#if defined(DXX_BUILD_DESCENT_I)
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static inline void add_to_fcd_cache(int seg0, int seg1, int depth, fix dist)
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{
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(void)(seg0||seg1||depth||dist);
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}
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#elif defined(DXX_BUILD_DESCENT_II)
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#define MIN_CACHE_FCD_DIST (F1_0*80) // Must be this far apart for cache lookup to succeed. Recognizes small changes in distance matter at small distances.
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#define MAX_FCD_CACHE 8
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@ -915,6 +924,7 @@ void add_to_fcd_cache(int seg0, int seg1, int depth, fix dist)
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}
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}
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#endif
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// ----------------------------------------------------------------------------------------------------------
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// Determine whether seg0 and seg1 are reachable in a way that allows sound to pass.
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@ -949,13 +959,17 @@ fix find_connected_distance(vms_vector *p0, int seg0, vms_vector *p1, int seg1,
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} else {
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int conn_side;
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if ((conn_side = find_connect_side(&Segments[seg0], &Segments[seg1])) != -1) {
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if (WALL_IS_DOORWAY(&Segments[seg1], conn_side) & wid_flag) {
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#if defined(DXX_BUILD_DESCENT_II)
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if (WALL_IS_DOORWAY(&Segments[seg1], conn_side) & wid_flag)
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#endif
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{
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Connected_segment_distance = 1;
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return vm_vec_dist_quick(p0, p1);
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}
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}
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}
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#if defined(DXX_BUILD_DESCENT_II)
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// Periodically flush cache.
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if ((GameTime64 - Last_fcd_flush_time > F1_0*2) || (GameTime64 < Last_fcd_flush_time)) {
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flush_fcd_cache();
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@ -968,6 +982,7 @@ fix find_connected_distance(vms_vector *p0, int seg0, vms_vector *p1, int seg1,
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Connected_segment_distance = Fcd_cache[i].csd;
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return Fcd_cache[i].dist;
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}
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#endif
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num_points = 0;
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@ -1913,6 +1928,7 @@ int set_segment_depths(int start_seg, ubyte *segbuf)
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return parent_depth+1;
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}
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#if defined(DXX_BUILD_DESCENT_II)
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//these constants should match the ones in seguvs
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#define LIGHT_DISTANCE_THRESHOLD (F1_0*80)
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#define Magical_light_constant (F1_0*16)
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@ -2214,3 +2230,4 @@ void set_ambient_sound_flags(void)
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set_ambient_sound_flags_common(TMI_VOLATILE, S2F_AMBIENT_LAVA);
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set_ambient_sound_flags_common(TMI_WATER, S2F_AMBIENT_WATER);
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}
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#endif
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