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https://github.com/DrBeef/Raze.git
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465 lines
11 KiB
C++
465 lines
11 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 "misc.h"
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#include "network.h"
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#include "tags.h"
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#include "sector.h"
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#include "interpolate.h"
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#include "sprite.h"
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#include "quotemgr.h"
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BEGIN_SW_NS
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short DoRotatorMatch(PLAYERp pp, short match, bool);
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bool TestRotatorMatchActive(short match);
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void InterpSectorSprites(short sectnum, bool state);
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void DoMatchEverything(PLAYERp pp, short match, short state);
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void DoRotatorSetInterp(short SpriteNum);
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void DoRotatorStopInterp(short SpriteNum);
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void ReverseRotator(short SpriteNum)
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{
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USERp u = User[SpriteNum].Data();
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ROTATORp r;
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r = u->rotator.Data();
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// if paused go ahead and start it up again
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if (u->Tics)
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{
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u->Tics = 0;
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SetRotatorActive(SpriteNum);
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return;
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}
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// moving toward to OFF pos
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if (r->tgt == 0)
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{
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r->tgt = r->open_dest;
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}
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else if (r->tgt == r->open_dest)
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{
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r->tgt = 0;
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}
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r->vel = -r->vel;
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}
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bool
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RotatorSwitch(short match, short setting)
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{
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SPRITEp sp;
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int i;
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bool found = false;
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StatIterator it(STAT_DEFAULT);
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
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{
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found = true;
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AnimateSwitch(sp, setting);
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}
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}
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return found;
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}
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void SetRotatorActive(short SpriteNum)
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{
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USERp u = User[SpriteNum].Data();
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SPRITEp sp = u->SpriteP;
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ROTATORp r;
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r = u->rotator.Data();
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DoRotatorSetInterp(SpriteNum);
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// play activate sound
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DoSoundSpotMatch(SP_TAG2(sp), 1, SOUND_OBJECT_TYPE);
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SET(u->Flags, SPR_ACTIVE);
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u->Tics = 0;
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// moving to the OFF position
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if (r->tgt == 0)
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VatorSwitch(SP_TAG2(sp), OFF);
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else
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VatorSwitch(SP_TAG2(sp), ON);
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}
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void SetRotatorInactive(short SpriteNum)
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{
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USERp u = User[SpriteNum].Data();
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SPRITEp sp = u->SpriteP;
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DoRotatorStopInterp(SpriteNum);
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// play inactivate sound
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DoSoundSpotMatch(SP_TAG2(sp), 2, SOUND_OBJECT_TYPE);
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RESET(u->Flags, SPR_ACTIVE);
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}
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// called for operation from the space bar
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short DoRotatorOperate(PLAYERp pp, short sectnum)
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{
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short match;
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match = sector[sectnum].hitag;
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if (match > 0)
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{
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if (TestRotatorMatchActive(match))
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return -1;
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else
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return DoRotatorMatch(pp, match, true);
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}
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return -1;
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}
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// called from switches and triggers
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// returns first vator found
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short
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DoRotatorMatch(PLAYERp pp, short match, bool manual)
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{
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USERp fu;
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SPRITEp fsp;
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short sectnum;
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short first_vator = -1;
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int i;
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//RotatorSwitch(match, ON);
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StatIterator it(STAT_ROTATOR);
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while ((i = it.NextIndex()) >= 0)
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{
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fsp = &sprite[i];
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if (SP_TAG1(fsp) == SECT_ROTATOR && SP_TAG2(fsp) == match)
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{
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fu = User[i].Data();
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// single play only vator
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// bool 8 must be set for message to display
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if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
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{
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if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXT_SPONLY"));
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continue;
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}
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// switch trigger only
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if (SP_TAG3(fsp) == 1)
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{
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// tried to manually operat a switch/trigger only
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if (manual)
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continue;
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}
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if (first_vator == -1)
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first_vator = i;
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sectnum = fsp->sectnum;
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if (pp && SectUser[sectnum].Data() && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->number)
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{
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short key_num;
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key_num = SectUser[sectnum]->number;
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#if 0
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if (pp->HasKey[key_num - 1])
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{
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int i;
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for (i=0; i<numsectors; i++)
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{
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if (SectUser[i] && SectUser[i]->stag == SECT_LOCK_DOOR && SectUser[i]->number == key_num)
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SectUser[i]->number = 0; // unlock all doors of this type
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}
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UnlockKeyLock(key_num);
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}
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else
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#endif
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{
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PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_DOORMSG + key_num - 1));
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return -1;
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}
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}
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if (TEST(fu->Flags, SPR_ACTIVE))
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{
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ReverseRotator(i);
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continue;
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}
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SetRotatorActive(i);
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}
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}
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return first_vator;
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}
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bool
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TestRotatorMatchActive(short match)
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{
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USERp fu;
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SPRITEp fsp;
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int i;
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StatIterator it(STAT_ROTATOR);
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while ((i = it.NextIndex()) >= 0)
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{
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fsp = &sprite[i];
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if (SP_TAG1(fsp) == SECT_ROTATOR && SP_TAG2(fsp) == match)
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{
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fu = User[i].Data();
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// Does not have to be inactive to be operated
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if (TEST_BOOL6(fsp))
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continue;
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if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
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return true;
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}
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}
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return false;
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}
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void DoRotatorSetInterp(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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short w,startwall,endwall;
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startwall = sector[sp->sectnum].wallptr;
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endwall = startwall + sector[sp->sectnum].wallnum - 1;
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// move points
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for (w = startwall; w <= endwall; w++)
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{
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StartInterpolation(w, Interp_Wall_X);
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StartInterpolation(w, Interp_Wall_Y);
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uint16_t const nextwall = wall[w].nextwall;
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if (validWallIndex(nextwall))
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{
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StartInterpolation(wall[nextwall].point2, Interp_Wall_X);
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StartInterpolation(wall[nextwall].point2, Interp_Wall_Y);
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}
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}
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}
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void DoRotatorStopInterp(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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short w,startwall,endwall;
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startwall = sector[sp->sectnum].wallptr;
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endwall = startwall + sector[sp->sectnum].wallnum - 1;
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// move points
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for (w = startwall; w <= endwall; w++)
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{
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StopInterpolation(w, Interp_Wall_X);
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StopInterpolation(w, Interp_Wall_Y);
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uint16_t const nextwall = wall[w].nextwall;
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if (validWallIndex(nextwall))
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{
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StopInterpolation(wall[nextwall].point2, Interp_Wall_X);
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StopInterpolation(wall[nextwall].point2, Interp_Wall_Y);
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}
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}
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}
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int DoRotatorMove(short SpriteNum)
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{
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auto actor = &swActors[SpriteNum];
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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ROTATORp r;
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short ndx,w,startwall,endwall;
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SPRITEp pivot = nullptr;
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int i;
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vec2_t nxy;
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int dist,closest;
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bool kill = false;
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r = u->rotator.Data();
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// Example - ang pos moves from 0 to 512 <<OR>> from 0 to -512
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// control SPEED of swinging
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if (r->pos < r->tgt)
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{
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// Increment swing angle
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r->pos += r->speed;
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r->speed += r->vel;
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// if the other way make it equal
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if (r->pos > r->tgt)
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r->pos = r->tgt;
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}
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if (r->pos > r->tgt)
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{
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// Increment swing angle
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r->pos -= r->speed;
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r->speed += r->vel;
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// if the other way make it equal
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if (r->pos < r->tgt)
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r->pos = r->tgt;
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}
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if (r->pos == r->tgt)
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{
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// If ang is OPEN
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if (r->pos == r->open_dest)
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{
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// new tgt is CLOSED (0)
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r->tgt = 0;
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r->vel = -r->vel;
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SetRotatorInactive(SpriteNum);
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if (SP_TAG6(sp))
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DoMatchEverything(nullptr, SP_TAG6(sp), -1);
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// wait a bit and close it
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if (u->WaitTics)
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u->Tics = u->WaitTics;
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}
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else
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// If ang is CLOSED then
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if (r->pos == 0)
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{
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short match = SP_TAG2(sp);
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// new tgt is OPEN (open)
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r->tgt = r->open_dest;
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r->speed = r->orig_speed;
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r->vel = labs(r->vel);
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SetRotatorInactive(SpriteNum);
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// set owner swith back to OFF
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// only if ALL vators are inactive
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if (!TestRotatorMatchActive(match))
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{
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//RotatorSwitch(match, OFF);
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}
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if (SP_TAG6(sp) && TEST_BOOL5(sp))
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DoMatchEverything(nullptr, SP_TAG6(sp), -1);
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}
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if (TEST_BOOL2(sp))
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kill = true;
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}
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closest = 99999;
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StatIterator it(STAT_ROTATOR_PIVOT);
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while ((i = it.NextIndex()) >= 0)
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{
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if (sprite[i].lotag == sp->lotag)
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{
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dist = Distance(sp->x, sp->y, sprite[i].x, sprite[i].y);
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if (dist < closest)
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{
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closest = dist;
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pivot = &sprite[i];
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}
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}
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}
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if (!pivot)
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return 0;
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startwall = sector[sp->sectnum].wallptr;
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endwall = startwall + sector[sp->sectnum].wallnum - 1;
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// move points
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for (w = startwall, ndx = 0; w <= endwall; w++)
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{
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vec2_t const orig = { r->origX[ndx], r->origY[ndx] };
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rotatepoint(pivot->pos.vec2, orig, r->pos, &nxy);
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dragpoint(w, nxy.x, nxy.y, 0);
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ndx++;
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}
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if (kill)
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{
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SetRotatorInactive(SpriteNum);
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KillActor(actor);
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return 0;
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}
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return 0;
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}
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int DoRotator(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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// could move this inside sprite control
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DoRotatorMove(SpriteNum);
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return 0;
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}
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#include "saveable.h"
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static saveable_code saveable_rotator_code[] =
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{
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SAVE_CODE(DoRotator)
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};
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saveable_module saveable_rotator =
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{
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// code
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saveable_rotator_code,
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SIZ(saveable_rotator_code),
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// data
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nullptr,0
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};
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END_SW_NS
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