raze/source/sw/src/rotator.cpp

482 lines
11 KiB
C++
Raw Normal View History

//-------------------------------------------------------------------------
/*
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 "names2.h"
#include "panel.h"
#include "game.h"
#include "network.h"
#include "tags.h"
#include "sector.h"
#include "text.h"
#include "interp.h"
#include "sprite.h"
#include "quotemgr.h"
BEGIN_SW_NS
short DoRotatorMatch(PLAYERp pp, short match, SWBOOL);
SWBOOL TestRotatorMatchActive(short match);
void InterpSectorSprites(short sectnum, SWBOOL state);
void DoMatchEverything(PLAYERp pp, short match, short state);
void DoRotatorSetInterp(short SpriteNum);
void DoRotatorStopInterp(short SpriteNum);
void ReverseRotator(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
ROTATORp r;
r = u->rotator;
// if paused go ahead and start it up again
if (u->Tics)
{
u->Tics = 0;
SetRotatorActive(SpriteNum);
return;
}
// moving toward to OFF pos
if (r->tgt == 0)
{
r->tgt = r->open_dest;
}
else if (r->tgt == r->open_dest)
{
r->tgt = 0;
}
r->vel = -r->vel;
}
SWBOOL
RotatorSwitch(short match, short setting)
{
SPRITEp sp;
short i,nexti;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
{
sp = &sprite[i];
if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
{
found = TRUE;
AnimateSwitch(sp, setting);
}
}
return found;
}
void SetRotatorActive(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
ROTATORp r;
r = u->rotator;
DoRotatorSetInterp(SpriteNum);
// play activate sound
DoSoundSpotMatch(SP_TAG2(sp), 1, SOUND_OBJECT_TYPE);
SET(u->Flags, SPR_ACTIVE);
u->Tics = 0;
// moving to the OFF position
if (r->tgt == 0)
VatorSwitch(SP_TAG2(sp), OFF);
else
VatorSwitch(SP_TAG2(sp), ON);
}
void SetRotatorInactive(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
DoRotatorStopInterp(SpriteNum);
// play inactivate sound
DoSoundSpotMatch(SP_TAG2(sp), 2, SOUND_OBJECT_TYPE);
RESET(u->Flags, SPR_ACTIVE);
}
// called for operation from the space bar
short DoRotatorOperate(PLAYERp pp, short sectnum)
{
USERp fu;
SPRITEp fsp;
short match;
short i,nexti;
match = sector[sectnum].hitag;
if (match > 0)
{
if (TestRotatorMatchActive(match))
return -1;
else
return DoRotatorMatch(pp, match, TRUE);
}
return -1;
}
// called from switches and triggers
// returns first vator found
short
DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual)
{
USERp fu;
SPRITEp fsp;
short sectnum;
short first_vator = -1;
short i,nexti;
//RotatorSwitch(match, ON);
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ROTATOR], i, nexti)
{
fsp = &sprite[i];
if (SP_TAG1(fsp) == SECT_ROTATOR && SP_TAG2(fsp) == match)
{
fu = User[i];
// single play only vator
// SWBOOL 8 must be set for message to display
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
{
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp,"This only opens in single play.");
continue;
}
// switch trigger only
if (SP_TAG3(fsp) == 1)
{
// tried to manually operat a switch/trigger only
if (manual)
continue;
}
if (first_vator == -1)
first_vator = i;
sectnum = fsp->sectnum;
if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->number)
{
short key_num;
key_num = SectUser[sectnum]->number;
#if 0
if (pp->HasKey[key_num - 1])
{
int i;
for (i=0; i<numsectors; i++)
{
if (SectUser[i] && SectUser[i]->stag == SECT_LOCK_DOOR && SectUser[i]->number == key_num)
SectUser[i]->number = 0; // unlock all doors of this type
}
UnlockKeyLock(key_num);
}
else
#endif
{
PutStringInfo(pp, quoteMgr.GetExQuote(QUOTE_DOORMSG + key_num - 1));
return -1;
}
}
if (TEST(fu->Flags, SPR_ACTIVE))
{
ReverseRotator(i);
continue;
}
SetRotatorActive(i);
}
}
return first_vator;
}
SWBOOL
TestRotatorMatchActive(short match)
{
USERp fu;
SPRITEp fsp;
short sectnum;
short i,nexti;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ROTATOR], i, nexti)
{
fsp = &sprite[i];
if (SP_TAG1(fsp) == SECT_ROTATOR && SP_TAG2(fsp) == match)
{
fu = User[i];
// Does not have to be inactive to be operated
if (TEST_BOOL6(fsp))
continue;
if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
return TRUE;
}
}
return FALSE;
}
void DoRotatorSetInterp(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
short w,startwall,endwall;
startwall = sector[sp->sectnum].wallptr;
endwall = startwall + sector[sp->sectnum].wallnum - 1;
// move points
for (w = startwall; w <= endwall; w++)
{
setinterpolation(&wall[w].x);
setinterpolation(&wall[w].y);
uint16_t const nextwall = wall[w].nextwall;
if (nextwall < MAXWALLS)
{
setinterpolation(&wall[wall[nextwall].point2].x);
setinterpolation(&wall[wall[nextwall].point2].y);
}
}
}
void DoRotatorStopInterp(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
short w,startwall,endwall;
startwall = sector[sp->sectnum].wallptr;
endwall = startwall + sector[sp->sectnum].wallnum - 1;
// move points
for (w = startwall; w <= endwall; w++)
{
stopinterpolation(&wall[w].x);
stopinterpolation(&wall[w].y);
uint16_t const nextwall = wall[w].nextwall;
if (nextwall < MAXWALLS)
{
stopinterpolation(&wall[wall[nextwall].point2].x);
stopinterpolation(&wall[wall[nextwall].point2].y);
}
}
}
int DoRotatorMove(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
ROTATORp r;
short ndx,w,startwall,endwall;
SPRITEp pivot = NULL;
int i, nexti;
vec2_t nxy;
int dist,closest;
SWBOOL kill = FALSE;
r = u->rotator;
// Example - ang pos moves from 0 to 512 <<OR>> from 0 to -512
// control SPEED of swinging
if (r->pos < r->tgt)
{
// Increment swing angle
r->pos += r->speed;
r->speed += r->vel;
// if the other way make it equal
if (r->pos > r->tgt)
r->pos = r->tgt;
}
if (r->pos > r->tgt)
{
// Increment swing angle
r->pos -= r->speed;
r->speed += r->vel;
// if the other way make it equal
if (r->pos < r->tgt)
r->pos = r->tgt;
}
if (r->pos == r->tgt)
{
// If ang is OPEN
if (r->pos == r->open_dest)
{
// new tgt is CLOSED (0)
r->tgt = 0;
r->vel = -r->vel;
SetRotatorInactive(SpriteNum);
if (SP_TAG6(sp))
DoMatchEverything(NULL, SP_TAG6(sp), -1);
// wait a bit and close it
if (u->WaitTics)
u->Tics = u->WaitTics;
}
else
// If ang is CLOSED then
if (r->pos == 0)
{
short match = SP_TAG2(sp);
// new tgt is OPEN (open)
r->tgt = r->open_dest;
r->speed = r->orig_speed;
r->vel = labs(r->vel);
SetRotatorInactive(SpriteNum);
// set owner swith back to OFF
// only if ALL vators are inactive
if (!TestRotatorMatchActive(match))
{
//RotatorSwitch(match, OFF);
}
if (SP_TAG6(sp) && TEST_BOOL5(sp))
DoMatchEverything(NULL, SP_TAG6(sp), -1);
}
if (TEST_BOOL2(sp))
kill = TRUE;
}
closest = 99999;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ROTATOR_PIVOT], i, nexti)
{
if (sprite[i].lotag == sp->lotag)
{
dist = Distance(sp->x, sp->y, sprite[i].x, sprite[i].y);
if (dist < closest)
{
closest = dist;
pivot = &sprite[i];
}
}
}
if (!pivot)
return 0;
startwall = sector[sp->sectnum].wallptr;
endwall = startwall + sector[sp->sectnum].wallnum - 1;
// move points
for (w = startwall, ndx = 0; w <= endwall; w++)
{
vec2_t const orig = { r->origx[ndx], r->origy[ndx] };
rotatepoint(*(vec2_t *)&pivot->x, orig, r->pos, &nxy);
dragpoint(w, nxy.x, nxy.y, 0);
ndx++;
}
if (kill)
{
SetRotatorInactive(SpriteNum);
KillSprite(SpriteNum);
return 0;
}
return 0;
}
int DoRotator(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
int *lptr;
int amt;
// could move this inside sprite control
DoRotatorMove(SpriteNum);
return 0;
}
#include "saveable.h"
static saveable_code saveable_rotator_code[] =
{
SAVE_CODE(ReverseRotator),
SAVE_CODE(RotatorSwitch),
SAVE_CODE(SetRotatorActive),
SAVE_CODE(SetRotatorInactive),
SAVE_CODE(DoRotatorOperate),
SAVE_CODE(DoRotatorMatch),
SAVE_CODE(TestRotatorMatchActive),
SAVE_CODE(DoRotatorSetInterp),
SAVE_CODE(DoRotatorStopInterp),
SAVE_CODE(DoRotatorMove),
SAVE_CODE(DoRotator)
};
saveable_module saveable_rotator =
{
// code
saveable_rotator_code,
SIZ(saveable_rotator_code),
// data
NULL,0
};
END_SW_NS