//------------------------------------------------------------------------- /* 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) { short New; SPRITEp np; New = COVERinsertsprite(sp->sectnum, STAT_QUAKE_SPOT); np = &sprite[New]; memcpy(np, sp, sizeof(SPRITE)); np->sectnum = sp->sectnum; np->statnum = sp->statnum; np->cstat = 0; np->extra = 0; np->owner = -1; change_sprite_stat(New, STAT_QUAKE_ON); QUAKE_Duration(np) *= 120; return New; } void DoQuakeMatch(short match) { int i; SPRITEp sp; 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) { int i; SPRITEp sp; 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 i; SPRITEp sp; int rand_test; // check timed quakes and random quakes StatIterator it(STAT_QUAKE_SPOT); while ((i = it.NextIndex()) >= 0) { sp = &sprite[i]; // 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 //QUAKE_WaitTics(sp) = ((QUAKE_WaitSecs(sp)*10L) + QUAKE_Duration(sp)) * 120L; SET_SP_TAG13(sp, (((QUAKE_WaitSecs(sp)*10L) + QUAKE_Duration(sp)) * 120L)); // 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 && RANDOM_RANGE(128) < rand_test)) { CopyQuakeSpotToOn(sp); // kill quake spot if needed if (QUAKE_KillAfterQuake(sp)) { DeleteNoSoundOwner(i); KillSprite(i); continue; } } } } } void QuakeViewChange(PLAYERp pp, int *z_diff, int *x_diff, int *y_diff, short *ang_diff) { int i; SPRITEp sp; SPRITEp save_sp = NULL; 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 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) { short SpriteNum; SPRITEp sp; SpriteNum = COVERinsertsprite(sectnum, STAT_QUAKE_ON); sp = &sprite[SpriteNum]; ASSERT(SpriteNum >= 0); sp->x = x; sp->y = y; sp->z = z; sp->cstat = 0; sp->owner = -1; sp->extra = 0; QUAKE_Match(sp) = -1; QUAKE_Zamt(sp) = 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); Set3DSoundOwner(SpriteNum); return SpriteNum; } 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; } #include "saveable.h" static saveable_code saveable_quake_code[] = { SAVE_CODE(CopyQuakeSpotToOn), SAVE_CODE(DoQuakeMatch), SAVE_CODE(ProcessQuakeOn), SAVE_CODE(ProcessQuakeSpot), SAVE_CODE(QuakeViewChange), SAVE_CODE(SpawnQuake), SAVE_CODE(SetQuake), SAVE_CODE(SetExpQuake), SAVE_CODE(SetGunQuake), SAVE_CODE(SetPlayerQuake), SAVE_CODE(SetNuclearQuake), SAVE_CODE(SetSumoQuake), SAVE_CODE(SetSumoFartQuake), }; saveable_module saveable_quake = { // code saveable_quake_code, SIZ(saveable_quake_code), // data NULL,0 }; END_SW_NS