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706 lines
17 KiB
C
706 lines
17 KiB
C
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "build.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "net.h"
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#include "tags.h"
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#include "sector.h"
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#include "interp.h"
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#include "text.h"
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#include "sprite.h"
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#include "weapon.h"
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short DoVatorMatch(PLAYERp pp, short match);
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BOOL TestVatorMatchActive(short match);
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VOID InterpSectorSprites(short sectnum, BOOL state);
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int InitBloodSpray(short, BOOL, short);
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void ReverseVator(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = u->SpriteP;
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// if paused go ahead and start it up again
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if (u->Tics)
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{
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u->Tics = 0;
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SetVatorActive(SpriteNum);
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return;
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}
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// moving toward to OFF pos
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if (u->z_tgt == u->oz)
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{
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if (sp->z == u->oz)
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u->z_tgt = u->sz;
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else if (u->sz == u->oz)
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u->z_tgt = sp->z;
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}
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else if (u->z_tgt == u->sz)
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{
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if (sp->z == u->oz)
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u->z_tgt = sp->z;
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else if (u->sz == u->oz)
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u->z_tgt = u->sz;
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}
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u->vel_rate = -u->vel_rate;
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}
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BOOL
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VatorSwitch(short match, short setting)
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{
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SPRITEp sp;
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short i,nexti;
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BOOL found = FALSE;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
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{
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sp = &sprite[i];
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if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
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{
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found = TRUE;
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AnimateSwitch(sp, setting);
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}
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}
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return found;
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}
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void SetVatorActive(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = u->SpriteP;
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SECTORp sectp = §or[sp->sectnum];
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if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
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setinterpolation(§p->ceilingz);
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else
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setinterpolation(§p->floorz);
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InterpSectorSprites(sp->sectnum, ON);
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// play activate sound
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DoSoundSpotMatch(SP_TAG2(sp), 1, SOUND_OBJECT_TYPE);
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SET(u->Flags, SPR_ACTIVE);
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u->Tics = 0;
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// moving to the ON position
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if (u->z_tgt == sp->z)
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VatorSwitch(SP_TAG2(sp), ON);
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else
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// moving to the OFF position
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if (u->z_tgt == u->sz)
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VatorSwitch(SP_TAG2(sp), OFF);
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}
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void SetVatorInactive(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = u->SpriteP;
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SECTORp sectp = §or[sp->sectnum];
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if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
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stopinterpolation(§p->ceilingz);
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else
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stopinterpolation(§p->floorz);
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InterpSectorSprites(sp->sectnum, OFF);
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// play inactivate sound
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DoSoundSpotMatch(SP_TAG2(sp), 2, SOUND_OBJECT_TYPE);
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RESET(u->Flags, SPR_ACTIVE);
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}
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// called for operation from the space bar
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short DoVatorOperate(PLAYERp pp, short sectnum)
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{
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USERp fu;
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SPRITEp fsp;
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short match;
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short i,nexti;
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TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti)
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{
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fsp = &sprite[i];
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if (fsp->statnum == STAT_VATOR && SP_TAG1(fsp) == SECT_VATOR && SP_TAG3(fsp) == 0)
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{
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fu = User[i];
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sectnum = fsp->sectnum;
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// single play only vator
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// BOOL 8 must be set for message to display
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if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
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{
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if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp,"This only opens in single play.");
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continue;
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}
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match = SP_TAG2(fsp);
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if (match > 0)
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{
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if (TestVatorMatchActive(match))
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return -1;
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else
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return DoVatorMatch(pp, match);
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}
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if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->number)
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{
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short key_num;
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key_num = SectUser[sectnum]->number;
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#if 0
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if (pp->HasKey[key_num - 1])
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{
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int i;
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for (i=0; i<numsectors; i++)
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{
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if (SectUser[i] && SectUser[i]->stag == SECT_LOCK_DOOR && SectUser[i]->number == key_num)
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SectUser[i]->number = 0; // unlock all doors of this type
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}
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UnlockKeyLock(key_num);
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}
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else
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#endif
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{
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PutStringInfo(pp, KeyDoorMessage[key_num - 1]);
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return FALSE;
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}
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}
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SetVatorActive(i);
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break;
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}
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}
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return i;
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}
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// called from switches and triggers
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// returns first vator found
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short
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DoVatorMatch(PLAYERp pp, short match)
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{
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USERp fu;
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SPRITEp fsp;
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short sectnum;
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short first_vator = -1;
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short i,nexti;
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//VatorSwitch(match, ON);
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_VATOR], i, nexti)
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{
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fsp = &sprite[i];
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if (SP_TAG1(fsp) == SECT_VATOR && SP_TAG2(fsp) == match)
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{
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fu = User[i];
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if (first_vator == -1)
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first_vator = i;
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// single play only vator
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// BOOL 8 must be set for message to display
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if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
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{
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if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp,"This only opens in single play.");
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continue;
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}
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// lock code
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sectnum = fsp->sectnum;
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if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->number)
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{
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short key_num;
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key_num = SectUser[sectnum]->number;
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#if 0
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if (pp->HasKey[key_num - 1])
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{
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int i;
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for (i=0; i<numsectors; i++)
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{
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if (SectUser[i] && SectUser[i]->stag == SECT_LOCK_DOOR && SectUser[i]->number == key_num)
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SectUser[i]->number = 0; // unlock all doors of this type
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}
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UnlockKeyLock(key_num);
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}
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else
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#endif
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{
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PutStringInfo(pp, KeyDoorMessage[key_num - 1]);
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return -1;
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}
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}
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// remember the player than activated it
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fu->PlayerP = pp;
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if (TEST(fu->Flags, SPR_ACTIVE))
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{
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ReverseVator(i);
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continue;
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}
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SetVatorActive(i);
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}
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}
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return first_vator;
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}
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BOOL
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TestVatorMatchActive(short match)
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{
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USERp fu;
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SPRITEp fsp;
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short sectnum;
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short i,nexti;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_VATOR], i, nexti)
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{
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fsp = &sprite[i];
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if (SP_TAG1(fsp) == SECT_VATOR && SP_TAG2(fsp) == match)
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{
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fu = User[i];
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// Does not have to be inactive to be operated
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if (TEST_BOOL6(fsp))
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continue;
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if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
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return TRUE;
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}
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}
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return FALSE;
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}
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VOID InterpSectorSprites(short sectnum, BOOL state)
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{
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SPRITEp sp;
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short i,nexti;
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TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti)
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{
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sp = &sprite[i];
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if (User[i])
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{
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if (TEST(User[i]->Flags, SPR_SKIP4) && sp->statnum <= STAT_SKIP4_INTERP_END)
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continue;
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if (TEST(User[i]->Flags, SPR_SKIP2) && sp->statnum <= STAT_SKIP2_INTERP_END)
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continue;
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}
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if (state)
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setinterpolation(&sp->z);
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else
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stopinterpolation(&sp->z);
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}
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}
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VOID MoveSpritesWithSector(short sectnum, int z_amt, BOOL type)
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{
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SECTORp sectp = §or[sectnum];
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SPRITEp sp;
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short i,nexti;
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BOOL both = FALSE;
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if (SectUser[sectnum])
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both = !!TEST(SectUser[sectnum]->flags, SECTFU_VATOR_BOTH);
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TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti)
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{
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sp = &sprite[i];
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if (User[i])
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{
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switch (sp->statnum)
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{
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case STAT_ITEM:
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case STAT_NO_STATE:
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case STAT_MINE_STUCK:
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case STAT_WALLBLOOD_QUEUE:
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case STAT_FLOORBLOOD_QUEUE:
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case STAT_STATIC_FIRE:
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break;
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default:
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goto cont;
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}
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}
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else
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{
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switch (sp->statnum)
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{
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case STAT_STAR_QUEUE:
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case STAT_HOLE_QUEUE:
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// case STAT_WALLBLOOD_QUEUE:
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// case STAT_FLOORBLOOD_QUEUE:
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goto cont;
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}
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}
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if (TEST(sp->extra, SPRX_STAY_PUT_VATOR))
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continue;
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if (both)
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{
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// sprite started close to floor
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if (TEST(sp->cstat, CSTAT_SPRITE_CLOSE_FLOOR))
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{
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// this is a ceiling
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if (type == 1)
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continue;
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}
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else
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{
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// this is a floor
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if (type == 0)
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continue;
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}
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}
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sp->z += z_amt;
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cont:
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continue;
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}
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}
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int DoVatorMove(short SpriteNum, int *lptr)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = u->SpriteP;
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SECTORp sectp = §or[sp->sectnum];
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int zval;
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int move_amt;
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zval = *lptr;
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// if LESS THAN goal
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if (zval < u->z_tgt)
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{
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// move it DOWN
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zval += (synctics * u->jump_speed);
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u->jump_speed += u->vel_rate * synctics;
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// if the other way make it equal
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if (zval > u->z_tgt)
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zval = u->z_tgt;
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}
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// if GREATER THAN goal
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if (zval > u->z_tgt)
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{
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// move it UP
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zval -= (synctics * u->jump_speed);
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u->jump_speed += u->vel_rate * synctics;
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if (zval < u->z_tgt)
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zval = u->z_tgt;
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}
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move_amt = zval - *lptr;
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*lptr = zval;
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return move_amt;
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}
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int DoVator(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = u->SpriteP;
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SECTORp sectp = §or[sp->sectnum];
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int *lptr;
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int amt;
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// u->sz - where the sector z started
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// u->z_tgt - current target z
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// u->oz - original z - where it initally starts off
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// sp->z - z of the sprite
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// u->vel_rate - velocity
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if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
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{
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lptr = §p->ceilingz;
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amt = DoVatorMove(SpriteNum, lptr);
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MoveSpritesWithSector(sp->sectnum, amt, 1); // ceiling
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}
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else
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|
{
|
||
|
lptr = §p->floorz;
|
||
|
amt = DoVatorMove(SpriteNum, lptr);
|
||
|
MoveSpritesWithSector(sp->sectnum, amt, 0); // floor
|
||
|
}
|
||
|
|
||
|
// EQUAL this entry has finished
|
||
|
if (*lptr == u->z_tgt)
|
||
|
{
|
||
|
// in the ON position
|
||
|
if (u->z_tgt == sp->z)
|
||
|
{
|
||
|
// change target
|
||
|
u->z_tgt = u->sz;
|
||
|
u->vel_rate = -u->vel_rate;
|
||
|
|
||
|
SetVatorInactive(SpriteNum);
|
||
|
|
||
|
// if tag6 and nothing blocking door
|
||
|
if (SP_TAG6(sp) && !TEST_BOOL8(sp))
|
||
|
DoMatchEverything(u->PlayerP, SP_TAG6(sp), -1);
|
||
|
}
|
||
|
else
|
||
|
// in the OFF position
|
||
|
if (u->z_tgt == u->sz)
|
||
|
{
|
||
|
short match = SP_TAG2(sp);
|
||
|
|
||
|
// change target
|
||
|
u->jump_speed = u->vel_tgt;
|
||
|
u->vel_rate = labs(u->vel_rate);
|
||
|
u->z_tgt = sp->z;
|
||
|
|
||
|
RESET_BOOL8(sp);
|
||
|
SetVatorInactive(SpriteNum);
|
||
|
|
||
|
// set owner swith back to OFF
|
||
|
// only if ALL vators are inactive
|
||
|
if (!TestVatorMatchActive(match))
|
||
|
{
|
||
|
//VatorSwitch(match, OFF);
|
||
|
}
|
||
|
|
||
|
if (SP_TAG6(sp) && TEST_BOOL5(sp))
|
||
|
DoMatchEverything(u->PlayerP, SP_TAG6(sp), -1);
|
||
|
}
|
||
|
|
||
|
// operate only once
|
||
|
if (TEST_BOOL2(sp))
|
||
|
{
|
||
|
SetVatorInactive(SpriteNum);
|
||
|
KillSprite(SpriteNum);
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
// setup to go back to the original z
|
||
|
if (*lptr != u->oz)
|
||
|
{
|
||
|
if (u->WaitTics)
|
||
|
u->Tics = u->WaitTics;
|
||
|
}
|
||
|
}
|
||
|
else // if (*lptr == u->z_tgt)
|
||
|
{
|
||
|
// if heading for the OFF (original) position and should NOT CRUSH
|
||
|
if (TEST_BOOL3(sp) && u->z_tgt == u->oz)
|
||
|
{
|
||
|
int i,nexti;
|
||
|
SPRITEp bsp;
|
||
|
USERp bu;
|
||
|
BOOL found = FALSE;
|
||
|
|
||
|
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
|
||
|
{
|
||
|
bsp = &sprite[i];
|
||
|
bu = User[i];
|
||
|
|
||
|
if (bsp->statnum == STAT_ENEMY)
|
||
|
{
|
||
|
if (labs(sectp->ceilingz - sectp->floorz) < SPRITEp_SIZE_Z(bsp))
|
||
|
{
|
||
|
InitBloodSpray(i, TRUE, -1);
|
||
|
UpdateSinglePlayKills(i);
|
||
|
KillSprite(i);
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (bu && TEST(bsp->cstat, CSTAT_SPRITE_BLOCK) && TEST(bsp->extra, SPRX_PLAYER_OR_ENEMY))
|
||
|
{
|
||
|
// found something blocking so reverse to ON position
|
||
|
ReverseVator(SpriteNum);
|
||
|
SET_BOOL8(sp); // tell vator that something blocking door
|
||
|
found = TRUE;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!found)
|
||
|
{
|
||
|
short pnum;
|
||
|
PLAYERp pp;
|
||
|
// go ahead and look for players clip box bounds
|
||
|
TRAVERSE_CONNECT(pnum)
|
||
|
{
|
||
|
pp = Player + pnum;
|
||
|
|
||
|
if (pp->lo_sectp == §or[sp->sectnum] ||
|
||
|
pp->hi_sectp == §or[sp->sectnum])
|
||
|
{
|
||
|
ReverseVator(SpriteNum);
|
||
|
|
||
|
u->vel_rate = -u->vel_rate;
|
||
|
found = TRUE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int i,nexti;
|
||
|
SPRITEp bsp;
|
||
|
USERp bu;
|
||
|
BOOL found = FALSE;
|
||
|
|
||
|
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
|
||
|
{
|
||
|
bsp = &sprite[i];
|
||
|
bu = User[i];
|
||
|
|
||
|
if (bsp->statnum == STAT_ENEMY)
|
||
|
{
|
||
|
if (labs(sectp->ceilingz - sectp->floorz) < SPRITEp_SIZE_Z(bsp))
|
||
|
{
|
||
|
InitBloodSpray(i, TRUE, -1);
|
||
|
UpdateSinglePlayKills(i);
|
||
|
KillSprite(i);
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
int DoVatorAuto(short SpriteNum)
|
||
|
{
|
||
|
USERp u = User[SpriteNum];
|
||
|
SPRITEp sp = u->SpriteP;
|
||
|
SECTORp sectp = §or[sp->sectnum];
|
||
|
int zval;
|
||
|
int *lptr;
|
||
|
int amt;
|
||
|
|
||
|
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
|
||
|
{
|
||
|
lptr = §p->ceilingz;
|
||
|
amt = DoVatorMove(SpriteNum, lptr);
|
||
|
MoveSpritesWithSector(sp->sectnum, amt, 1); // ceiling
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
lptr = §p->floorz;
|
||
|
amt = DoVatorMove(SpriteNum, lptr);
|
||
|
MoveSpritesWithSector(sp->sectnum, amt, 0); // floor
|
||
|
}
|
||
|
|
||
|
// EQUAL this entry has finished
|
||
|
if (*lptr == u->z_tgt)
|
||
|
{
|
||
|
// in the UP position
|
||
|
if (u->z_tgt == sp->z)
|
||
|
{
|
||
|
// change target
|
||
|
u->z_tgt = u->sz;
|
||
|
u->vel_rate = -u->vel_rate;
|
||
|
u->Tics = u->WaitTics;
|
||
|
|
||
|
if (SP_TAG6(sp))
|
||
|
DoMatchEverything(u->PlayerP, SP_TAG6(sp), -1);
|
||
|
}
|
||
|
else
|
||
|
// in the DOWN position
|
||
|
if (u->z_tgt == u->sz)
|
||
|
{
|
||
|
// change target
|
||
|
u->jump_speed = u->vel_tgt;
|
||
|
u->vel_rate = labs(u->vel_rate);
|
||
|
u->z_tgt = sp->z;
|
||
|
u->Tics = u->WaitTics;
|
||
|
|
||
|
if (SP_TAG6(sp) && TEST_BOOL5(sp))
|
||
|
DoMatchEverything(NULL, SP_TAG6(sp), -1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
#include "saveable.h"
|
||
|
|
||
|
static saveable_code saveable_vator_code[] =
|
||
|
{
|
||
|
SAVE_CODE(ReverseVator),
|
||
|
SAVE_CODE(VatorSwitch),
|
||
|
SAVE_CODE(SetVatorActive),
|
||
|
SAVE_CODE(SetVatorInactive),
|
||
|
SAVE_CODE(DoVatorOperate),
|
||
|
SAVE_CODE(DoVatorMatch),
|
||
|
SAVE_CODE(TestVatorMatchActive),
|
||
|
SAVE_CODE(InterpSectorSprites),
|
||
|
SAVE_CODE(MoveSpritesWithSector),
|
||
|
SAVE_CODE(DoVatorMove),
|
||
|
SAVE_CODE(DoVator),
|
||
|
SAVE_CODE(DoVatorAuto),
|
||
|
};
|
||
|
|
||
|
saveable_module saveable_vator =
|
||
|
{
|
||
|
// code
|
||
|
saveable_vator_code,
|
||
|
SIZ(saveable_vator_code),
|
||
|
|
||
|
// data
|
||
|
NULL,0
|
||
|
};
|