raze/source/games/sw/src/quake.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "gamecontrol.h"
#include "names2.h"
#include "game.h"
#include "tags.h"
#include "break.h"
#include "sprite.h"
BEGIN_SW_NS
#define QUAKE_Match(sp) (SP_TAG2(sp))
#define QUAKE_Zamt(sp) (SP_TAG3(sp))
#define QUAKE_Radius(sp) (SP_TAG4(sp))
#define QUAKE_Duration(sp) (SP_TAG5(sp))
#define QUAKE_WaitSecs(sp) (SP_TAG6(sp))
#define QUAKE_AngAmt(sp) (SP_TAG7(sp))
#define QUAKE_PosAmt(sp) (SP_TAG8(sp))
#define QUAKE_RandomTest(sp) (SP_TAG9(sp))
#define QUAKE_WaitTics(sp) (SP_TAG13(sp))
#define QUAKE_TestDontTaper(sp) (TEST_BOOL1(sp))
#define QUAKE_KillAfterQuake(sp) (TEST_BOOL2(sp))
// only for timed quakes
#define QUAKE_WaitForTrigger(sp) (TEST_BOOL3(sp))
short CopyQuakeSpotToOn(SPRITEp sp)
{
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auto actorNew = InsertActor(sp->sectnum, STAT_QUAKE_SPOT);
auto np = &actorNew->s();
memcpy(np, sp, sizeof(SPRITE));
np->sectnum = sp->sectnum;
np->statnum = sp->statnum;
np->cstat = 0;
np->extra = 0;
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ClearOwner(actorNew);
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change_actor_stat(actorNew, STAT_QUAKE_ON);
QUAKE_Duration(np) *= 120;
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return actorNew->GetSpriteIndex();
}
void DoQuakeMatch(short match)
{
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int i;
SPRITEp sp;
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StatIterator it(STAT_QUAKE_SPOT);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
if (QUAKE_Match(sp) == match)
{
if ((int16_t)QUAKE_WaitTics(sp) > 0)
{
// its not waiting any more
RESET_BOOL3(sp);
}
else
{
CopyQuakeSpotToOn(sp);
if (QUAKE_KillAfterQuake(sp))
{
KillSprite(i);
continue;
}
}
}
}
}
void ProcessQuakeOn(void)
{
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int i;
SPRITEp sp;
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StatIterator it(STAT_QUAKE_ON);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
// get rid of quake when timer runs out
QUAKE_Duration(sp) -= synctics*4;
if (QUAKE_Duration(sp) < 0)
{
KillSprite(i);
continue;
}
}
}
void ProcessQuakeSpot(void)
{
int rand_test;
// check timed quakes and random quakes
SWStatIterator it(STAT_QUAKE_SPOT);
while (auto actor = it.Next())
{
auto sp = &actor->s();
// not a timed quake
if (!QUAKE_WaitSecs(sp))
continue;
// don't process unless triggered
if (QUAKE_WaitForTrigger(sp))
continue;
// spawn a quake if time is up
//QUAKE_WaitTics(sp) -= 4*synctics;
SET_SP_TAG13(sp, (QUAKE_WaitTics(sp)-4*synctics));
if ((int16_t)QUAKE_WaitTics(sp) < 0)
{
// reset timer - add in Duration of quake
SET_SP_TAG13(sp, (((QUAKE_WaitSecs(sp)*10) + QUAKE_Duration(sp)) * 120));
// spawn a quake if condition is met
rand_test = QUAKE_RandomTest(sp);
// wrong - all quakes need to happen at the same time on all computerssg
//if (!rand_test || (rand_test && STD_RANDOM_RANGE(128) < rand_test))
if (!rand_test || (rand_test && RandomRange(128) < rand_test))
{
CopyQuakeSpotToOn(sp);
// kill quake spot if needed
if (QUAKE_KillAfterQuake(sp))
{
DeleteNoSoundOwner(actor);
KillActor(actor);
continue;
}
}
}
}
}
void QuakeViewChange(PLAYERp pp, int *z_diff, int *x_diff, int *y_diff, short *ang_diff)
{
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int i;
SPRITEp sp;
SPRITEp save_sp = nullptr;
int dist,save_dist = 999999;
int dist_diff, scale_value;
int ang_amt;
int radius;
int pos_amt;
*z_diff = 0;
*x_diff = 0;
*y_diff = 0;
*ang_diff = 0;
if (paused)
return;
// find the closest quake - should be a strength value
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StatIterator it(STAT_QUAKE_ON);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
dist = FindDistance3D(pp->posx - sp->x, pp->posy - sp->y, pp->posz - sp->z);
// shake whole level
if (QUAKE_TestDontTaper(sp))
{
save_dist = dist;
save_sp = sp;
break;
}
if (dist < save_dist)
{
save_dist = dist;
save_sp = sp;
}
}
if (!save_sp)
return;
else
sp = save_sp;
radius = QUAKE_Radius(sp) * 8L;
if (save_dist > radius)
return;
*z_diff = Z(STD_RANDOM_RANGE(QUAKE_Zamt(sp)) - (QUAKE_Zamt(sp)/2));
ang_amt = QUAKE_AngAmt(sp) * 4L;
*ang_diff = STD_RANDOM_RANGE(ang_amt) - (ang_amt/2);
pos_amt = QUAKE_PosAmt(sp) * 4L;
*x_diff = STD_RANDOM_RANGE(pos_amt) - (pos_amt/2);
*y_diff = STD_RANDOM_RANGE(pos_amt) - (pos_amt/2);
if (!QUAKE_TestDontTaper(sp))
{
// scale values from epicenter
dist_diff = radius - save_dist;
scale_value = DivScale(dist_diff, radius, 16);
*z_diff = MulScale(*z_diff, scale_value, 16);
*ang_diff = MulScale(*ang_diff, scale_value, 16);
*x_diff = MulScale(*x_diff, scale_value, 16);
*y_diff = MulScale(*y_diff, scale_value, 16);
}
}
int SpawnQuake(short sectnum, int x, int y, int z,
short tics, short amt, int radius)
{
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auto actorNew = InsertActor(sectnum, STAT_QUAKE_ON);
auto sp = &actorNew->s();
sp->x = x;
sp->y = y;
sp->z = z;
sp->cstat = 0;
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ClearOwner(actorNew);
sp->extra = 0;
QUAKE_Match(sp) = -1;
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QUAKE_Zamt(sp) = uint8_t(amt);
QUAKE_Radius(sp) = radius/8;
QUAKE_Duration(sp) = tics;
QUAKE_AngAmt(sp) = 8;
QUAKE_PosAmt(sp) = 0;
PlaySound(DIGI_ERUPTION, sp, v3df_follow|v3df_dontpan);
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Set3DSoundOwner(actorNew->GetSpriteIndex());
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return actorNew->GetSpriteIndex();
}
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bool
SetQuake(PLAYERp pp, short tics, short amt)
{
SpawnQuake(pp->cursectnum, pp->posx, pp->posy, pp->posz, tics, amt, 30000);
return false;
}
int
SetExpQuake(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 40, 4, 20000); // !JIM! was 8, 40000
return 0;
}
int
SetGunQuake(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 40, 8, 40000);
return 0;
}
int
SetPlayerQuake(PLAYERp pp)
{
SpawnQuake(pp->cursectnum, pp->posx, pp->posy, pp->posz, 40, 8, 40000);
return 0;
}
int
SetNuclearQuake(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 400, 8, 64000);
return 0;
}
int
SetSumoQuake(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 120, 4, 20000);
return 0;
}
int
SetSumoFartQuake(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 60, 4, 4000);
return 0;
}
END_SW_NS