- vator.cpp

This commit is contained in:
Christoph Oelckers 2021-11-03 00:45:43 +01:00
parent 2c94259603
commit 10ea8b0fb5
5 changed files with 73 additions and 99 deletions

View file

@ -2119,7 +2119,7 @@ void SetRotatorActive(DSWActor* actor); // rotator.c
bool VatorSwitch(short match, short setting); // vator.c
void MoveSpritesWithSector(short sectnum,int z_amt,bool type); // vator.c
void SetVatorActive(short SpriteNum); // vator.c
void SetVatorActive(DSWActor*); // vator.c
void DoSpikeMatch(short match); // spike.c
void SpikeAlign(DSWActor*); // spike.c

View file

@ -69,8 +69,8 @@ bool TestSpikeMatchActive(short match);
bool TestRotatorMatchActive(short match);
bool TestSlidorMatchActive(short match);
int PlayerCheckDeath(PLAYERp, short);
short DoVatorOperate(PLAYERp, short);
short DoVatorMatch(PLAYERp pp, short match);
void DoVatorOperate(PLAYERp, short);
void DoVatorMatch(PLAYERp pp, short match);
void DoRotatorOperate(PLAYERp, short);
void DoRotatorMatch(PLAYERp pp, short match, bool);
void DoSlidorOperate(PLAYERp, short);

View file

@ -37,7 +37,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
bool TestSpikeMatchActive(short match);
int DoVatorMove(short SpriteNum, int *lptr);
void InterpSectorSprites(short sectnum, bool state);
void ReverseSpike(DSWActor* actor)

View file

@ -6773,7 +6773,7 @@ SpriteControl(void)
if (u->Tics)
{
if ((u->Tics -= synctics) <= 0)
SetVatorActive(i);
SetVatorActive(actor);
else
continue;
}

View file

@ -40,20 +40,20 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
short DoVatorMatch(PLAYERp pp, short match);
void DoVatorMatch(PLAYERp pp, short match);
bool TestVatorMatchActive(short match);
void InterpSectorSprites(short sectnum, bool state);
void ReverseVator(short SpriteNum)
void ReverseVator(DSWActor* actor)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
USERp u = actor->u();
SPRITEp sp = &actor->s();
// if paused go ahead and start it up again
if (u->Tics)
{
u->Tics = 0;
SetVatorActive(SpriteNum);
SetVatorActive(actor);
return;
}
@ -76,17 +76,15 @@ void ReverseVator(short SpriteNum)
u->vel_rate = -u->vel_rate;
}
bool
VatorSwitch(short match, short setting)
bool VatorSwitch(short match, short setting)
{
SPRITEp sp;
int i;
bool found = false;
StatIterator it(STAT_DEFAULT);
while ((i = it.NextIndex()) >= 0)
SWStatIterator it(STAT_DEFAULT);
while (auto actor = it.Next())
{
sp = &sprite[i];
sp = &actor->s();
if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
{
@ -98,10 +96,10 @@ VatorSwitch(short match, short setting)
return found;
}
void SetVatorActive(short SpriteNum)
void SetVatorActive(DSWActor* actor)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
USERp u = actor->u();
SPRITEp sp = &actor->s();
SECTORp sectp = &sector[sp->sectnum];
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
@ -126,10 +124,10 @@ void SetVatorActive(short SpriteNum)
VatorSwitch(SP_TAG2(sp), OFF);
}
void SetVatorInactive(short SpriteNum)
void SetVatorInactive(DSWActor* actor)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
USERp u = actor->u();
SPRITEp sp = &actor->s();
SECTORp sectp = &sector[sp->sectnum];
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
@ -146,16 +144,15 @@ void SetVatorInactive(short SpriteNum)
}
// called for operation from the space bar
short DoVatorOperate(PLAYERp pp, short sectnum)
void DoVatorOperate(PLAYERp pp, short sectnum)
{
SPRITEp fsp;
short match;
int i;
SectIterator it(sectnum);
while ((i = it.NextIndex()) >= 0)
SWSectIterator it(sectnum);
while (auto actor = it.Next())
{
fsp = &sprite[i];
fsp = &actor->s();
if (fsp->statnum == STAT_VATOR && SP_TAG1(fsp) == SECT_VATOR && SP_TAG3(fsp) == 0)
{
@ -172,10 +169,9 @@ short DoVatorOperate(PLAYERp pp, short sectnum)
match = SP_TAG2(fsp);
if (match > 0)
{
if (TestVatorMatchActive(match))
return -1;
else
return DoVatorMatch(pp, match);
if (!TestVatorMatchActive(match))
DoVatorMatch(pp, match);
return;
}
if (pp && SectUser[sectnum].Data() && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->number)
@ -186,43 +182,32 @@ short DoVatorOperate(PLAYERp pp, short sectnum)
{
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_DOORMSG + key_num - 1));
return false;
return;
}
}
SetVatorActive(i);
SetVatorActive(actor);
break;
}
}
return i;
}
// called from switches and triggers
// returns first vator found
short
DoVatorMatch(PLAYERp pp, short match)
void DoVatorMatch(PLAYERp pp, short match)
{
USERp fu;
SPRITEp fsp;
short sectnum;
short first_vator = -1;
int i;
//VatorSwitch(match, ON);
StatIterator it(STAT_VATOR);
while ((i = it.NextIndex()) >= 0)
SWStatIterator it(STAT_VATOR);
while (auto actor = it.Next())
{
fsp = &sprite[i];
fsp = &actor->s();
if (SP_TAG1(fsp) == SECT_VATOR && SP_TAG2(fsp) == match)
{
fu = User[i].Data();
if (first_vator == -1)
first_vator = i;
fu = actor->u();
// single play only vator
// bool 8 must be set for message to display
@ -242,7 +227,7 @@ DoVatorMatch(PLAYERp pp, short match)
{
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_DOORMSG + key_num - 1));
return -1;
return;
}
}
@ -251,34 +236,29 @@ DoVatorMatch(PLAYERp pp, short match)
if (TEST(fu->Flags, SPR_ACTIVE))
{
ReverseVator(i);
ReverseVator(actor);
continue;
}
SetVatorActive(i);
SetVatorActive(actor);
}
}
return first_vator;
}
bool
TestVatorMatchActive(short match)
bool TestVatorMatchActive(short match)
{
USERp fu;
SPRITEp fsp;
int i;
StatIterator it(STAT_VATOR);
while ((i = it.NextIndex()) >= 0)
SWStatIterator it(STAT_VATOR);
while (auto actor = it.Next())
{
fsp = &sprite[i];
fsp = &actor->s();
if (SP_TAG1(fsp) == SECT_VATOR && SP_TAG2(fsp) == match)
{
fu = User[i].Data();
fu = actor->u();
// Does not have to be inactive to be operated
if (TEST_BOOL6(fsp))
@ -295,44 +275,43 @@ TestVatorMatchActive(short match)
void InterpSectorSprites(short sectnum, bool state)
{
SPRITEp sp;
int i;
SectIterator it(sectnum);
while ((i = it.NextIndex()) >= 0)
SWSectIterator it(sectnum);
while (auto actor = it.Next())
{
sp = &sprite[i];
sp = &actor->s();
if (User[i].Data())
if (actor->hasU())
{
if (TEST(User[i]->Flags, SPR_SKIP4) && sp->statnum <= STAT_SKIP4_INTERP_END)
auto u = actor->u();
if (TEST(u->Flags, SPR_SKIP4) && sp->statnum <= STAT_SKIP4_INTERP_END)
continue;
if (TEST(User[i]->Flags, SPR_SKIP2) && sp->statnum <= STAT_SKIP2_INTERP_END)
if (TEST(u->Flags, SPR_SKIP2) && sp->statnum <= STAT_SKIP2_INTERP_END)
continue;
}
if (state)
StartInterpolation(i, Interp_Sprite_Z);
StartInterpolation(actor->GetSpriteIndex(), Interp_Sprite_Z);
else
StopInterpolation(i, Interp_Sprite_Z);
StopInterpolation(actor->GetSpriteIndex(), Interp_Sprite_Z);
}
}
void MoveSpritesWithSector(short sectnum, int z_amt, bool type)
{
SPRITEp sp;
int i;
bool both = false;
if (SectUser[sectnum].Data())
both = !!TEST(SectUser[sectnum]->flags, SECTFU_VATOR_BOTH);
SectIterator it(sectnum);
while ((i = it.NextIndex()) >= 0)
SWSectIterator it(sectnum);
while (auto actor = it.Next())
{
sp = &sprite[i];
sp = &actor->s();
if (User[i].Data())
if (actor->hasU())
{
switch (sp->statnum)
{
@ -386,9 +365,9 @@ cont:
}
}
int DoVatorMove(short SpriteNum, int *lptr)
int DoVatorMove(DSWActor* actor, int *lptr)
{
USERp u = User[SpriteNum].Data();
USERp u = actor->u();
int zval;
int move_amt;
@ -429,8 +408,7 @@ int DoVatorMove(short SpriteNum, int *lptr)
int DoVator(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = u->SpriteP;
SPRITEp sp = &actor->s();
SECTORp sectp = &sector[sp->sectnum];
int *lptr;
int amt;
@ -444,13 +422,13 @@ int DoVator(DSWActor* actor)
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
{
lptr = &sectp->ceilingz;
amt = DoVatorMove(SpriteNum, lptr);
amt = DoVatorMove(actor, lptr);
MoveSpritesWithSector(sp->sectnum, amt, true); // ceiling
}
else
{
lptr = &sectp->floorz;
amt = DoVatorMove(SpriteNum, lptr);
amt = DoVatorMove(actor, lptr);
MoveSpritesWithSector(sp->sectnum, amt, false); // floor
}
@ -464,7 +442,7 @@ int DoVator(DSWActor* actor)
u->z_tgt = u->sz;
u->vel_rate = -u->vel_rate;
SetVatorInactive(SpriteNum);
SetVatorInactive(actor);
// if tag6 and nothing blocking door
if (SP_TAG6(sp) && !TEST_BOOL8(sp))
@ -482,7 +460,7 @@ int DoVator(DSWActor* actor)
u->z_tgt = sp->z;
RESET_BOOL8(sp);
SetVatorInactive(SpriteNum);
SetVatorInactive(actor);
// set Owner swith back to OFF
// only if ALL vators are inactive
@ -498,7 +476,7 @@ int DoVator(DSWActor* actor)
// operate only once
if (TEST_BOOL2(sp))
{
SetVatorInactive(SpriteNum);
SetVatorInactive(actor);
KillActor(actor);
return 0;
}
@ -520,12 +498,11 @@ int DoVator(DSWActor* actor)
USERp bu;
bool found = false;
SectIterator it(sp->sectnum);
while ((i = it.NextIndex()) >= 0)
SWSectIterator it(sp->sectnum);
while (auto itActor = it.Next())
{
auto itActor = &swActors[i];
bsp = &sprite[i];
bu = User[i].Data();
bsp = &itActor->s();
bu = itActor->u();
if (bsp->statnum == STAT_ENEMY)
{
@ -541,7 +518,7 @@ int DoVator(DSWActor* actor)
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);
ReverseVator(actor);
SET_BOOL8(sp); // tell vator that something blocking door
found = true;
break;
@ -560,7 +537,7 @@ int DoVator(DSWActor* actor)
if (pp->lo_sectp == &sector[sp->sectnum] ||
pp->hi_sectp == &sector[sp->sectnum])
{
ReverseVator(SpriteNum);
ReverseVator(actor);
u->vel_rate = -u->vel_rate;
found = true;
@ -570,14 +547,12 @@ int DoVator(DSWActor* actor)
}
else
{
int i;
SPRITEp bsp;
SectIterator it(sp->sectnum);
while ((i = it.NextIndex()) >= 0)
SWSectIterator it(sp->sectnum);
while (auto itActor = it.Next())
{
auto itActor = &swActors[i];
bsp = &sprite[i];
bsp = &itActor->s();
if (bsp->statnum == STAT_ENEMY)
{
@ -610,13 +585,13 @@ int DoVatorAuto(DSWActor* actor)
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
{
lptr = &sectp->ceilingz;
amt = DoVatorMove(SpriteNum, lptr);
amt = DoVatorMove(actor, lptr);
MoveSpritesWithSector(sp->sectnum, amt, true); // ceiling
}
else
{
lptr = &sectp->floorz;
amt = DoVatorMove(SpriteNum, lptr);
amt = DoVatorMove(actor, lptr);
MoveSpritesWithSector(sp->sectnum, amt, false); // floor
}