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541 lines
14 KiB
C++
541 lines
14 KiB
C++
//-------------------------------------------------------------------------
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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 "ns.h"
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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 "tags.h"
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#include "sector.h"
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#include "ai.h"
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#include "player.h"
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#include "game.h"
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BEGIN_SW_NS
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void ScaleSectorObject(SECTOR_OBJECT*);
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short DoSectorObjectSetScale(short match)
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{
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SECTOR_OBJECT* sop;
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for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
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{
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if (SO_EMPTY(sop))
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continue;
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if (sop->match_event == match)
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{
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sop->flags |= (SOBJ_DYNAMIC);
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sop->PreMoveAnimator = ScaleSectorObject;
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switch (sop->scale_active_type)
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{
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case SO_SCALE_RANDOM_POINT:
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if (sop->scale_type == SO_SCALE_HOLD || sop->scale_type == SO_SCALE_NONE)
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{
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// if holding start it up
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sop->scale_type = sop->scale_active_type;
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}
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else
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{
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// if moving set to hold
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sop->scale_type = SO_SCALE_HOLD;
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}
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break;
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case SO_SCALE_DEST:
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sop->scale_type = sop->scale_active_type;
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if (sop->scale_dist == sop->scale_dist_max)
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{
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// make it negative
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if (sop->scale_speed > 0)
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sop->scale_speed = -sop->scale_speed;
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}
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else if (sop->scale_dist == sop->scale_dist_min)
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{
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// make it positive
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if (sop->scale_speed < 0)
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sop->scale_speed = -sop->scale_speed;
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}
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else
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{
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// make it positive
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if (sop->scale_speed < 0)
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sop->scale_speed = -sop->scale_speed;
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}
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break;
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case SO_SCALE_RANDOM:
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case SO_SCALE_CYCLE:
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if (sop->scale_type == SO_SCALE_HOLD)
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{
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// if holding start it up
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sop->scale_type = sop->scale_active_type;
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}
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else
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{
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// if moving set to hold
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sop->scale_type = SO_SCALE_HOLD;
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}
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break;
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}
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}
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}
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return 0;
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}
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short DoSOevent(short match, short state)
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{
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SECTOR_OBJECT* sop;
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short vel_adj=0, spin_adj=0;
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for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
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{
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if (SO_EMPTY(sop))
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continue;
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if (sop->match_event == match)
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{
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if ((sop->flags & SOBJ_WAIT_FOR_EVENT))
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{
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if (sop->save_vel > 0 || sop->save_spin_speed > 0)
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{
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sop->flags &= ~(SOBJ_WAIT_FOR_EVENT);
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sop->vel = sop->save_vel;
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sop->spin_speed = sop->save_spin_speed;
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}
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}
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auto me_act = sop->match_event_actor;
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if (me_act == nullptr)
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continue;
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// toggle
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if (state == -1)
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{
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if (TEST_BOOL3(me_act))
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{
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RESET_BOOL3(me_act);
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state = 0;
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}
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else
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{
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SET_BOOL3(me_act);
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state = 1;
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}
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}
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if (state == 1)
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{
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spin_adj = (int)SP_TAG3(me_act);
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vel_adj = SP_TAG7(me_act);
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}
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else if (state == 0)
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{
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spin_adj = -(int)SP_TAG3(me_act);
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vel_adj = -SP_TAG7(me_act);
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}
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sop->spin_speed += spin_adj;
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if (TEST_BOOL1(me_act))
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sop->vel_tgt += vel_adj;
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else
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sop->vel += vel_adj;
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if (TEST_BOOL2(me_act))
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{
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sop->dir *= -1;
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}
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}
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}
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return 0;
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}
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//
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// SCALING - PreAnimator
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//
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void ScaleSectorObject(SECTOR_OBJECT* sop)
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{
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switch (sop->scale_type)
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{
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case SO_SCALE_NONE:
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break;
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case SO_SCALE_HOLD:
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break;
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// to dest
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case SO_SCALE_DEST:
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sop->scale_dist += sop->scale_speed;
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if (sop->scale_dist > sop->scale_dist_max)
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{
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sop->scale_dist = sop->scale_dist_max;
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sop->scale_type = SO_SCALE_HOLD;
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}
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else if (sop->scale_dist < sop->scale_dist_min)
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{
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sop->scale_dist = sop->scale_dist_min;
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sop->scale_type = SO_SCALE_HOLD;
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}
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break;
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// random direction change
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case SO_SCALE_RANDOM:
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sop->scale_dist += sop->scale_speed;
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if (sop->scale_dist > sop->scale_dist_max)
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{
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sop->scale_speed *= -1;
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sop->scale_dist = sop->scale_dist_max;
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}
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else if (sop->scale_dist < sop->scale_dist_min)
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{
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sop->scale_speed *= -1;
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sop->scale_dist = sop->scale_dist_min;
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}
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if (RANDOM_P2(1024) < sop->scale_rand_freq<<3)
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{
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sop->scale_speed *= -1;
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}
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break;
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// cycle through max and min
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case SO_SCALE_CYCLE:
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sop->scale_dist += sop->scale_speed;
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if (sop->scale_dist > sop->scale_dist_max)
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{
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sop->scale_speed *= -1;
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sop->scale_dist = sop->scale_dist_max;
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}
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else if (sop->scale_dist < sop->scale_dist_min)
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{
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sop->scale_speed *= -1;
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sop->scale_dist = sop->scale_dist_min;
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}
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break;
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}
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}
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void ScaleRandomPoint(SECTOR_OBJECT* sop, short k, short ang, int x, int y, int *dx, int *dy)
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{
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int xmul,ymul;
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sop->scale_point_dist[k] += sop->scale_point_speed[k];
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if (sop->scale_point_dist[k] > sop->scale_point_dist_max)
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{
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sop->scale_point_speed[k] *= -1;
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sop->scale_point_dist[k] = sop->scale_point_dist_max;
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}
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else if (sop->scale_point_dist[k] < sop->scale_point_dist_min)
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{
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sop->scale_point_speed[k] *= -1;
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sop->scale_point_dist[k] = sop->scale_point_dist_min;
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}
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if (RANDOM_P2(1024) < sop->scale_point_rand_freq)
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{
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sop->scale_point_speed[k] *= -1;
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}
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// change up speed at random
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if (RANDOM_P2(1024) < (sop->scale_point_rand_freq/2))
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{
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//sop->scale_point_speed[k] = SCALE_POINT_SPEED;
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short half = sop->scale_point_base_speed/2;
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short quart = sop->scale_point_base_speed/4;
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sop->scale_point_speed[k] = sop->scale_point_base_speed + (RandomRange(half) - quart);
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}
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xmul = (sop->scale_point_dist[k] * sop->scale_x_mult)>>8;
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ymul = (sop->scale_point_dist[k] * sop->scale_y_mult)>>8;
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*dx = x + MulScale(xmul, bcos(ang), 14);
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*dy = y + MulScale(ymul, bsin(ang), 14);
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}
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//
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// Morph point - move point around
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//
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void MorphTornado(SECTOR_OBJECT* sop)
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{
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int mx, my;
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int ceilz;
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int florz;
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sectortype* *sectp;
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int j;
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int x,y,sx,sy;
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// z direction
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ASSERT(sop->op_main_sector != nullptr);
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sop->morph_z += Z(sop->morph_z_speed);
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// move vector
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if (sop->morph_wall_point == nullptr)
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return;
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// place at correct x,y offset from center
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x = sop->int_pmid().X - sop->morph_xoff;
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y = sop->int_pmid().Y - sop->morph_yoff;
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sx = x;
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sy = y;
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// move it from last x,y
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mx = x + MulScale(sop->morph_speed, bcos(sop->morph_ang), 14);
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my = y + MulScale(sop->morph_speed, bsin(sop->morph_ang), 14);
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// bound check radius
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if (ksqrt(SQ(sop->int_pmid().X - mx) + SQ(sop->int_pmid().Y - my)) > sop->morph_dist_max + sop->scale_dist)
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{
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// find angle
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sop->morph_ang = NORM_ANGLE(getangle(mx - sop->int_pmid().X, my - sop->int_pmid().Y));
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// reverse angle
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sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024);
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// move back some from last point
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mx = sx + MulScale(sop->morph_speed << 1, bcos(sop->morph_ang), 14);
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my = sy + MulScale(sop->morph_speed << 1, bsin(sop->morph_ang), 14);
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sop->morph_xoff = sop->int_pmid().X - mx;
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sop->morph_yoff = sop->int_pmid().Y - my;
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}
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// save x,y back as offset info
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sop->morph_xoff = sop->int_pmid().X - mx;
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sop->morph_yoff = sop->int_pmid().Y - my;
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if ((RANDOM_P2(1024<<4)>>4) < sop->morph_rand_freq)
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sop->morph_ang = RANDOM_P2(2048);
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// move it x,y
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dragpoint(sop->morph_wall_point, mx, my);
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// bound the Z
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ceilz = sop->op_main_sector->int_ceilingz();
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florz = sop->op_main_sector->int_floorz();
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for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
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{
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if ((*sectp)->hasU() &&
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((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT))
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{
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#define TOR_LOW (florz)
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if (sop->morph_z > TOR_LOW)
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{
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sop->morph_z_speed *= -1;
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sop->morph_z = TOR_LOW;
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}
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else if (sop->morph_z < ceilz)
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{
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sop->morph_z_speed *= -1;
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sop->morph_z = ceilz;
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}
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alignceilslope(*sectp, mx, my, sop->morph_z);
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}
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}
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}
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// moves center point around and aligns slope
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void MorphFloor(SECTOR_OBJECT* sop)
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{
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int mx, my;
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int florz;
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sectortype* *sectp;
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int j;
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int x,y;
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// z direction
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ASSERT(sop->op_main_sector != nullptr);
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sop->morph_z -= Z(sop->morph_z_speed);
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// move vector
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if (sop->morph_wall_point == nullptr)
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return;
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// place at correct x,y offset from center
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x = sop->int_pmid().X - sop->morph_xoff;
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y = sop->int_pmid().Y - sop->morph_yoff;
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// move it from last x,y
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mx = x + MulScale(sop->morph_speed, bcos(sop->morph_ang), 14);
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my = y + MulScale(sop->morph_speed, bsin(sop->morph_ang), 14);
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// save x,y back as offset info
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sop->morph_xoff = sop->int_pmid().X - mx;
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sop->morph_yoff = sop->int_pmid().Y - my;
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// bound check radius
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if (Distance(sop->int_pmid().X, sop->int_pmid().Y, mx, my) > sop->morph_dist_max)
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{
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// go in the other direction
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//sop->morph_speed *= -1;
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sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024);
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// back it up and save it off
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mx = x + MulScale(sop->morph_speed, bcos(sop->morph_ang), 14);
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my = y + MulScale(sop->morph_speed, bsin(sop->morph_ang), 14);
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sop->morph_xoff = sop->int_pmid().X - mx;
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sop->morph_yoff = sop->int_pmid().Y - my;
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// turn it all the way around and then do a random -512 to 512 from there
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//sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024 + (RANDOM_P2(1024) - 512));
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}
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if ((RANDOM_P2(1024<<4)>>4) < sop->morph_rand_freq)
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sop->morph_ang = RANDOM_P2(2048);
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// move x,y point "just like in build"
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dragpoint(sop->morph_wall_point, mx, my);
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// bound the Z
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florz = sop->op_main_sector->int_floorz();
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#define MORPH_FLOOR_ZRANGE Z(300)
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if (sop->morph_z > MORPH_FLOOR_ZRANGE)
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{
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sop->morph_z = MORPH_FLOOR_ZRANGE;
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//sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024);
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sop->morph_z_speed *= -1;
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}
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else if (sop->morph_z < -MORPH_FLOOR_ZRANGE)
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{
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sop->morph_z = -MORPH_FLOOR_ZRANGE;
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//sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024);
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sop->morph_z_speed *= -1;
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}
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for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
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{
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if ((*sectp)->hasU() &&
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((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT))
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{
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alignflorslope(*sectp, mx, my, florz + sop->morph_z);
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}
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}
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}
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void SOBJ_AlignFloorToPoint(SECTOR_OBJECT* sop, const DVector3& pos)
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{
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sectortype* *sectp;
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int j;
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for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
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{
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if ((*sectp)->hasU() &&
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((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT))
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{
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alignflorslope(*sectp, pos);
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}
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}
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}
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void SOBJ_AlignCeilingToPoint(SECTOR_OBJECT* sop, const DVector3& pos)
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{
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sectortype* *sectp;
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int j;
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for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
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{
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if ((*sectp)->hasU() &&
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((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT))
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{
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alignceilslope(*sectp, pos);
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}
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}
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}
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// moves center point around and aligns slope
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void SpikeFloor(SECTOR_OBJECT* sop)
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{
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// z direction
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ASSERT(sop->op_main_sector != nullptr);
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sop->morph_z -= Z(sop->morph_z_speed);
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// move vector
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if (sop->morph_wall_point == nullptr)
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return;
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DVector3 pos;
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// place at correct x,y offset from center
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pos.X = sop->pmid.X - sop->morph_xoff * inttoworld;
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pos.Y = sop->pmid.Y - sop->morph_yoff * inttoworld;
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// bound the Z
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#define MORPH_FLOOR_ZRANGE Z(300)
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if (sop->morph_z > MORPH_FLOOR_ZRANGE)
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{
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sop->morph_z = MORPH_FLOOR_ZRANGE;
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sop->morph_z_speed *= -1;
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}
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else if (sop->morph_z < -MORPH_FLOOR_ZRANGE)
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{
|
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sop->morph_z = -MORPH_FLOOR_ZRANGE;
|
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sop->morph_z_speed *= -1;
|
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}
|
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pos.Z = sop->op_main_sector->floorz + sop->morph_z * inttoworld;
|
|
|
|
SOBJ_AlignFloorToPoint(sop, pos);
|
|
}
|
|
|
|
|
|
#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
|