//------------------------------------------------------------------------- /* 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 "tags.h" #include "sector.h" #include "ai.h" #include "player.h" #include "game.h" BEGIN_SW_NS void ScaleSectorObject(SECTOR_OBJECT*); short DoSectorObjectSetScale(short match) { SECTOR_OBJECT* sop; for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++) { if (SO_EMPTY(sop)) continue; if (sop->match_event == match) { sop->flags |= (SOBJ_DYNAMIC); sop->PreMoveAnimator = ScaleSectorObject; switch (sop->scale_active_type) { case SO_SCALE_RANDOM_POINT: if (sop->scale_type == SO_SCALE_HOLD || sop->scale_type == SO_SCALE_NONE) { // if holding start it up sop->scale_type = sop->scale_active_type; } else { // if moving set to hold sop->scale_type = SO_SCALE_HOLD; } break; case SO_SCALE_DEST: sop->scale_type = sop->scale_active_type; if (sop->scale_dist == sop->scale_dist_max) { // make it negative if (sop->scale_speed > 0) sop->scale_speed = -sop->scale_speed; } else if (sop->scale_dist == sop->scale_dist_min) { // make it positive if (sop->scale_speed < 0) sop->scale_speed = -sop->scale_speed; } else { // make it positive if (sop->scale_speed < 0) sop->scale_speed = -sop->scale_speed; } break; case SO_SCALE_RANDOM: case SO_SCALE_CYCLE: if (sop->scale_type == SO_SCALE_HOLD) { // if holding start it up sop->scale_type = sop->scale_active_type; } else { // if moving set to hold sop->scale_type = SO_SCALE_HOLD; } break; } } } return 0; } short DoSOevent(short match, short state) { SECTOR_OBJECT* sop; short vel_adj=0, spin_adj=0; for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++) { if (SO_EMPTY(sop)) continue; if (sop->match_event == match) { if ((sop->flags & SOBJ_WAIT_FOR_EVENT)) { if (sop->save_vel > 0 || sop->save_spin_speed > 0) { sop->flags &= ~(SOBJ_WAIT_FOR_EVENT); sop->vel = sop->save_vel; sop->spin_speed = sop->save_spin_speed; } } auto me_act = sop->match_event_actor; if (me_act == nullptr) continue; // toggle if (state == -1) { if (TEST_BOOL3(me_act)) { RESET_BOOL3(me_act); state = 0; } else { SET_BOOL3(me_act); state = 1; } } if (state == 1) { spin_adj = (int)SP_TAG3(me_act); vel_adj = SP_TAG7(me_act); } else if (state == 0) { spin_adj = -(int)SP_TAG3(me_act); vel_adj = -SP_TAG7(me_act); } sop->spin_speed += spin_adj; if (TEST_BOOL1(me_act)) sop->vel_tgt += vel_adj; else sop->vel += vel_adj; if (TEST_BOOL2(me_act)) { sop->dir *= -1; } } } return 0; } // // SCALING - PreAnimator // void ScaleSectorObject(SECTOR_OBJECT* sop) { switch (sop->scale_type) { case SO_SCALE_NONE: break; case SO_SCALE_HOLD: break; // to dest case SO_SCALE_DEST: sop->scale_dist += sop->scale_speed; if (sop->scale_dist > sop->scale_dist_max) { sop->scale_dist = sop->scale_dist_max; sop->scale_type = SO_SCALE_HOLD; } else if (sop->scale_dist < sop->scale_dist_min) { sop->scale_dist = sop->scale_dist_min; sop->scale_type = SO_SCALE_HOLD; } break; // random direction change case SO_SCALE_RANDOM: sop->scale_dist += sop->scale_speed; if (sop->scale_dist > sop->scale_dist_max) { sop->scale_speed *= -1; sop->scale_dist = sop->scale_dist_max; } else if (sop->scale_dist < sop->scale_dist_min) { sop->scale_speed *= -1; sop->scale_dist = sop->scale_dist_min; } if (RANDOM_P2(1024) < sop->scale_rand_freq<<3) { sop->scale_speed *= -1; } break; // cycle through max and min case SO_SCALE_CYCLE: sop->scale_dist += sop->scale_speed; if (sop->scale_dist > sop->scale_dist_max) { sop->scale_speed *= -1; sop->scale_dist = sop->scale_dist_max; } else if (sop->scale_dist < sop->scale_dist_min) { sop->scale_speed *= -1; sop->scale_dist = sop->scale_dist_min; } break; } } void ScaleRandomPoint(SECTOR_OBJECT* sop, short k, short ang, int x, int y, int *dx, int *dy) { int xmul,ymul; sop->scale_point_dist[k] += sop->scale_point_speed[k]; if (sop->scale_point_dist[k] > sop->scale_point_dist_max) { sop->scale_point_speed[k] *= -1; sop->scale_point_dist[k] = sop->scale_point_dist_max; } else if (sop->scale_point_dist[k] < sop->scale_point_dist_min) { sop->scale_point_speed[k] *= -1; sop->scale_point_dist[k] = sop->scale_point_dist_min; } if (RANDOM_P2(1024) < sop->scale_point_rand_freq) { sop->scale_point_speed[k] *= -1; } // change up speed at random if (RANDOM_P2(1024) < (sop->scale_point_rand_freq/2)) { //sop->scale_point_speed[k] = SCALE_POINT_SPEED; short half = sop->scale_point_base_speed/2; short quart = sop->scale_point_base_speed/4; sop->scale_point_speed[k] = sop->scale_point_base_speed + (RandomRange(half) - quart); } xmul = (sop->scale_point_dist[k] * sop->scale_x_mult)>>8; ymul = (sop->scale_point_dist[k] * sop->scale_y_mult)>>8; *dx = x + MulScale(xmul, bcos(ang), 14); *dy = y + MulScale(ymul, bsin(ang), 14); } // // Morph point - move point around // void MorphTornado(SECTOR_OBJECT* sop) { int mx, my; int ceilingz; int floorz; sectortype* *sectp; int j; int x,y,sx,sy; // z direction ASSERT(sop->op_main_sector != nullptr); sop->morph_z += Z(sop->morph_z_speed); // move vector if (sop->morph_wall_point == nullptr) return; // place at correct x,y offset from center x = sop->pmid.X - sop->morph_xoff; y = sop->pmid.Y - sop->morph_yoff; sx = x; sy = y; // move it from last x,y mx = x + MulScale(sop->morph_speed, bcos(sop->morph_ang), 14); my = y + MulScale(sop->morph_speed, bsin(sop->morph_ang), 14); // bound check radius if (ksqrt(SQ(sop->pmid.X - mx) + SQ(sop->pmid.Y - my)) > sop->morph_dist_max + sop->scale_dist) { // find angle sop->morph_ang = NORM_ANGLE(getangle(mx - sop->pmid.X, my - sop->pmid.Y)); // reverse angle sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024); // move back some from last point mx = sx + MulScale(sop->morph_speed << 1, bcos(sop->morph_ang), 14); my = sy + MulScale(sop->morph_speed << 1, bsin(sop->morph_ang), 14); sop->morph_xoff = sop->pmid.X - mx; sop->morph_yoff = sop->pmid.Y - my; } // save x,y back as offset info sop->morph_xoff = sop->pmid.X - mx; sop->morph_yoff = sop->pmid.Y - my; if ((RANDOM_P2(1024<<4)>>4) < sop->morph_rand_freq) sop->morph_ang = RANDOM_P2(2048); // move it x,y dragpoint(sop->morph_wall_point, mx, my); // bound the Z ceilingz = sop->op_main_sector->int_ceilingz(); floorz = sop->op_main_sector->int_floorz(); for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { if ((*sectp)->hasU() && ((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT)) { #define TOR_LOW (floorz) if (sop->morph_z > TOR_LOW) { sop->morph_z_speed *= -1; sop->morph_z = TOR_LOW; } else if (sop->morph_z < ceilingz) { sop->morph_z_speed *= -1; sop->morph_z = ceilingz; } alignceilslope(*sectp, mx, my, sop->morph_z); } } } // moves center point around and aligns slope void MorphFloor(SECTOR_OBJECT* sop) { int mx, my; int floorz; sectortype* *sectp; int j; int x,y; // z direction ASSERT(sop->op_main_sector != nullptr); sop->morph_z -= Z(sop->morph_z_speed); // move vector if (sop->morph_wall_point == nullptr) return; // place at correct x,y offset from center x = sop->pmid.X - sop->morph_xoff; y = sop->pmid.Y - sop->morph_yoff; // move it from last x,y mx = x + MulScale(sop->morph_speed, bcos(sop->morph_ang), 14); my = y + MulScale(sop->morph_speed, bsin(sop->morph_ang), 14); // save x,y back as offset info sop->morph_xoff = sop->pmid.X - mx; sop->morph_yoff = sop->pmid.Y - my; // bound check radius if (Distance(sop->pmid.X, sop->pmid.Y, mx, my) > sop->morph_dist_max) { // go in the other direction //sop->morph_speed *= -1; sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024); // back it up and save it off mx = x + MulScale(sop->morph_speed, bcos(sop->morph_ang), 14); my = y + MulScale(sop->morph_speed, bsin(sop->morph_ang), 14); sop->morph_xoff = sop->pmid.X - mx; sop->morph_yoff = sop->pmid.Y - my; // turn it all the way around and then do a random -512 to 512 from there //sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024 + (RANDOM_P2(1024) - 512)); } if ((RANDOM_P2(1024<<4)>>4) < sop->morph_rand_freq) sop->morph_ang = RANDOM_P2(2048); // move x,y point "just like in build" dragpoint(sop->morph_wall_point, mx, my); // bound the Z floorz = sop->op_main_sector->int_floorz(); #define MORPH_FLOOR_ZRANGE Z(300) if (sop->morph_z > MORPH_FLOOR_ZRANGE) { sop->morph_z = MORPH_FLOOR_ZRANGE; //sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024); sop->morph_z_speed *= -1; } else if (sop->morph_z < -MORPH_FLOOR_ZRANGE) { sop->morph_z = -MORPH_FLOOR_ZRANGE; //sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024); sop->morph_z_speed *= -1; } for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { if ((*sectp)->hasU() && ((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT)) { alignflorslope(*sectp, mx, my, floorz + sop->morph_z); } } } void SOBJ_AlignFloorToPoint(SECTOR_OBJECT* sop, int x, int y, int z) { sectortype* *sectp; int j; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { if ((*sectp)->hasU() && ((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT)) { alignflorslope(*sectp, x, y, z); } } } void SOBJ_AlignCeilingToPoint(SECTOR_OBJECT* sop, int x, int y, int z) { sectortype* *sectp; int j; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { if ((*sectp)->hasU() && ((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT)) { alignceilslope(*sectp, x, y, z); } } } void SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECT* sop, int x, int y, int z) { sectortype* *sectp; int j; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { if ((*sectp)->hasU() && ((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT)) { alignflorslope(*sectp, x, y, z); alignceilslope(*sectp, x, y, z); } } } // moves center point around and aligns slope void SpikeFloor(SECTOR_OBJECT* sop) { int mx, my; int floorz; int x,y; // z direction ASSERT(sop->op_main_sector != nullptr); sop->morph_z -= Z(sop->morph_z_speed); // move vector if (sop->morph_wall_point == nullptr) return; // place at correct x,y offset from center x = sop->pmid.X - sop->morph_xoff; y = sop->pmid.Y - sop->morph_yoff; // move it from last x,y mx = x; my = y; // bound the Z floorz = sop->op_main_sector->int_floorz(); #define MORPH_FLOOR_ZRANGE Z(300) if (sop->morph_z > MORPH_FLOOR_ZRANGE) { sop->morph_z = MORPH_FLOOR_ZRANGE; sop->morph_z_speed *= -1; } else if (sop->morph_z < -MORPH_FLOOR_ZRANGE) { sop->morph_z = -MORPH_FLOOR_ZRANGE; sop->morph_z_speed *= -1; } SOBJ_AlignFloorToPoint(sop, mx, my, floorz + sop->morph_z); } #include "saveable.h" static saveable_code saveable_morph_code[] = { SAVE_CODE(ScaleSectorObject), SAVE_CODE(MorphTornado), SAVE_CODE(MorphFloor), SAVE_CODE(SpikeFloor), }; saveable_module saveable_morph = { // code saveable_morph_code, SIZ(saveable_morph_code), // data nullptr,0 }; END_SW_NS