//------------------------------------------------------------------------- /* 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 "build.h" #include "names2.h" #include "panel.h" #include "game.h" #include "net.h" #include "tags.h" #include "sector.h" #include "interp.h" #include "text.h" #include "sprite.h" #include "weapon.h" short DoVatorMatch(PLAYERp pp, short match); BOOL TestVatorMatchActive(short match); VOID InterpSectorSprites(short sectnum, BOOL state); int InitBloodSpray(short, BOOL, short); void ReverseVator(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = u->SpriteP; // if paused go ahead and start it up again if (u->Tics) { u->Tics = 0; SetVatorActive(SpriteNum); return; } // moving toward to OFF pos if (u->z_tgt == u->oz) { if (sp->z == u->oz) u->z_tgt = u->sz; else if (u->sz == u->oz) u->z_tgt = sp->z; } else if (u->z_tgt == u->sz) { if (sp->z == u->oz) u->z_tgt = sp->z; else if (u->sz == u->oz) u->z_tgt = u->sz; } u->vel_rate = -u->vel_rate; } BOOL VatorSwitch(short match, short setting) { SPRITEp sp; short i,nexti; BOOL 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 SetVatorActive(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = u->SpriteP; SECTORp sectp = §or[sp->sectnum]; if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP)) setinterpolation(§p->ceilingz); else setinterpolation(§p->floorz); InterpSectorSprites(sp->sectnum, ON); // play activate sound DoSoundSpotMatch(SP_TAG2(sp), 1, SOUND_OBJECT_TYPE); SET(u->Flags, SPR_ACTIVE); u->Tics = 0; // moving to the ON position if (u->z_tgt == sp->z) VatorSwitch(SP_TAG2(sp), ON); else // moving to the OFF position if (u->z_tgt == u->sz) VatorSwitch(SP_TAG2(sp), OFF); } void SetVatorInactive(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = u->SpriteP; SECTORp sectp = §or[sp->sectnum]; if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP)) stopinterpolation(§p->ceilingz); else stopinterpolation(§p->floorz); InterpSectorSprites(sp->sectnum, OFF); // play inactivate sound DoSoundSpotMatch(SP_TAG2(sp), 2, SOUND_OBJECT_TYPE); RESET(u->Flags, SPR_ACTIVE); } // called for operation from the space bar short DoVatorOperate(PLAYERp pp, short sectnum) { USERp fu; SPRITEp fsp; short match; short i,nexti; TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti) { fsp = &sprite[i]; if (fsp->statnum == STAT_VATOR && SP_TAG1(fsp) == SECT_VATOR && SP_TAG3(fsp) == 0) { fu = User[i]; sectnum = fsp->sectnum; // single play only vator // BOOL 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; } match = SP_TAG2(fsp); if (match > 0) { if (TestVatorMatchActive(match)) return -1; else return DoVatorMatch(pp, match); } 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; istag == 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, KeyDoorMessage[key_num - 1]); return FALSE; } } SetVatorActive(i); break; } } return i; } // called from switches and triggers // returns first vator found short DoVatorMatch(PLAYERp pp, short match) { USERp fu; SPRITEp fsp; short sectnum; short first_vator = -1; short i,nexti; //VatorSwitch(match, ON); TRAVERSE_SPRITE_STAT(headspritestat[STAT_VATOR], i, nexti) { fsp = &sprite[i]; if (SP_TAG1(fsp) == SECT_VATOR && SP_TAG2(fsp) == match) { fu = User[i]; if (first_vator == -1) first_vator = i; // single play only vator // BOOL 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; } // lock code 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; istag == 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, KeyDoorMessage[key_num - 1]); return -1; } } // remember the player than activated it fu->PlayerP = pp; if (TEST(fu->Flags, SPR_ACTIVE)) { ReverseVator(i); continue; } SetVatorActive(i); } } return first_vator; } BOOL TestVatorMatchActive(short match) { USERp fu; SPRITEp fsp; short sectnum; short i,nexti; TRAVERSE_SPRITE_STAT(headspritestat[STAT_VATOR], i, nexti) { fsp = &sprite[i]; if (SP_TAG1(fsp) == SECT_VATOR && 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 InterpSectorSprites(short sectnum, BOOL state) { SPRITEp sp; short i,nexti; TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti) { sp = &sprite[i]; if (User[i]) { if (TEST(User[i]->Flags, SPR_SKIP4) && sp->statnum <= STAT_SKIP4_INTERP_END) continue; if (TEST(User[i]->Flags, SPR_SKIP2) && sp->statnum <= STAT_SKIP2_INTERP_END) continue; } if (state) setinterpolation(&sp->z); else stopinterpolation(&sp->z); } } VOID MoveSpritesWithSector(short sectnum, int z_amt, BOOL type) { SECTORp sectp = §or[sectnum]; SPRITEp sp; short i,nexti; BOOL both = FALSE; if (SectUser[sectnum]) both = !!TEST(SectUser[sectnum]->flags, SECTFU_VATOR_BOTH); TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti) { sp = &sprite[i]; if (User[i]) { switch (sp->statnum) { case STAT_ITEM: case STAT_NO_STATE: case STAT_MINE_STUCK: case STAT_WALLBLOOD_QUEUE: case STAT_FLOORBLOOD_QUEUE: case STAT_STATIC_FIRE: break; default: goto cont; } } else { switch (sp->statnum) { case STAT_STAR_QUEUE: case STAT_HOLE_QUEUE: // case STAT_WALLBLOOD_QUEUE: // case STAT_FLOORBLOOD_QUEUE: goto cont; } } if (TEST(sp->extra, SPRX_STAY_PUT_VATOR)) continue; if (both) { // sprite started close to floor if (TEST(sp->cstat, CSTAT_SPRITE_CLOSE_FLOOR)) { // this is a ceiling if (type == 1) continue; } else { // this is a floor if (type == 0) continue; } } sp->z += z_amt; cont: continue; } } int DoVatorMove(short SpriteNum, int *lptr) { USERp u = User[SpriteNum]; SPRITEp sp = u->SpriteP; SECTORp sectp = §or[sp->sectnum]; int zval; int move_amt; zval = *lptr; // if LESS THAN goal if (zval < u->z_tgt) { // move it DOWN zval += (synctics * u->jump_speed); u->jump_speed += u->vel_rate * synctics; // if the other way make it equal if (zval > u->z_tgt) zval = u->z_tgt; } // if GREATER THAN goal if (zval > u->z_tgt) { // move it UP zval -= (synctics * u->jump_speed); u->jump_speed += u->vel_rate * synctics; if (zval < u->z_tgt) zval = u->z_tgt; } move_amt = zval - *lptr; *lptr = zval; return move_amt; } int DoVator(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = u->SpriteP; SECTORp sectp = §or[sp->sectnum]; int *lptr; int amt; // u->sz - where the sector z started // u->z_tgt - current target z // u->oz - original z - where it initally starts off // sp->z - z of the sprite // u->vel_rate - velocity 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 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 };