//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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. */ //------------------------------------------------------------------------- #include "build.h" #include "compat.h" #include "common_game.h" #include "blood.h" #include "db.h" #include "gameutil.h" #include "levels.h" #include "loadsave.h" #include "view.h" #include "warp.h" ZONE gStartZone[8]; ZONE gStartZoneTeam1[8]; ZONE gStartZoneTeam2[8]; bool gTeamsSpawnUsed = false; void warpInit(void) { for (int i = 0; i < kMaxSectors; i++) { gUpperLink[i] = -1; gLowerLink[i] = -1; } int team1 = 0; int team2 = 0; // increment if team start positions specified. for (int nSprite = 0; nSprite < kMaxSprites; nSprite++) { if (sprite[nSprite].statnum < kMaxStatus) { spritetype *pSprite = &sprite[nSprite]; int nXSprite = pSprite->extra; if (nXSprite > 0) { XSPRITE *pXSprite = &xsprite[nXSprite]; switch (pSprite->type) { case 1: if (gGameOptions.nGameType < 2 && pXSprite->data1 >= 0 && pXSprite->data1 < 8) { ZONE *pZone = &gStartZone[pXSprite->data1]; pZone->x = pSprite->x; pZone->y = pSprite->y; pZone->z = pSprite->z; pZone->sectnum = pSprite->sectnum; pZone->ang = pSprite->ang; } DeleteSprite(nSprite); break; case 2: if (pXSprite->data1 >= 0 && pXSprite->data2 < 8) { if (gGameOptions.nGameType >= 2) { // default if BB or teams without data2 specified ZONE* pZone = &gStartZone[pXSprite->data1]; pZone->x = pSprite->x; pZone->y = pSprite->y; pZone->z = pSprite->z; pZone->sectnum = pSprite->sectnum; pZone->ang = pSprite->ang; // By NoOne: fill player spawn position according team of player in TEAMS mode. if (gGameOptions.nGameType == 3) { if (pXSprite->data2 == 1) { pZone = &gStartZoneTeam1[team1]; pZone->x = pSprite->x; pZone->y = pSprite->y; pZone->z = pSprite->z; pZone->sectnum = pSprite->sectnum; pZone->ang = pSprite->ang; team1++; } else if (pXSprite->data2 == 2) { pZone = &gStartZoneTeam2[team2]; pZone->x = pSprite->x; pZone->y = pSprite->y; pZone->z = pSprite->z; pZone->sectnum = pSprite->sectnum; pZone->ang = pSprite->ang; team2++; } } } DeleteSprite(nSprite); } break; case 7: gUpperLink[pSprite->sectnum] = nSprite; pSprite->cstat |= 32768; pSprite->cstat &= ~257; break; case 6: gLowerLink[pSprite->sectnum] = nSprite; pSprite->cstat |= 32768; pSprite->cstat &= ~257; break; case 9: case 11: case 13: gUpperLink[pSprite->sectnum] = nSprite; pSprite->cstat |= 32768; pSprite->cstat &= ~257; pSprite->z = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y); break; case 10: case 12: case 14: gLowerLink[pSprite->sectnum] = nSprite; pSprite->cstat |= 32768; pSprite->cstat &= ~257; pSprite->z = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y); break; } } } } // check if there is enough start positions for teams, if any used if (team1 > 0 || team2 > 0) { gTeamsSpawnUsed = true; //if (team1 < kMaxPlayers / 2 || team2 < kMaxPlayers / 2) //_ShowMessageWindow("At least 4 spawn positions for each team is recommended."); } for (int i = 0; i < kMaxSectors; i++) { int nSprite = gUpperLink[i]; if (nSprite >= 0) { spritetype *pSprite = &sprite[nSprite]; int nXSprite = pSprite->extra; dassert(nXSprite > 0 && nXSprite < kMaxXSprites); XSPRITE *pXSprite = &xsprite[nXSprite]; int nLink = pXSprite->data1; for (int j = 0; j < kMaxSectors; j++) { int nSprite2 = gLowerLink[j]; if (nSprite2 >= 0) { spritetype *pSprite2 = &sprite[nSprite2]; int nXSprite = pSprite2->extra; dassert(nXSprite > 0 && nXSprite < kMaxXSprites); XSPRITE *pXSprite2 = &xsprite[nXSprite]; if (pXSprite2->data1 == nLink) { pSprite->owner = gLowerLink[j]; pSprite2->owner = gUpperLink[i]; } } } } } } int CheckLink(spritetype *pSprite) { int nSector = pSprite->sectnum; int nUpper = gUpperLink[nSector]; int nLower = gLowerLink[nSector]; if (nUpper >= 0) { spritetype *pUpper = &sprite[nUpper]; int z; if (pUpper->type == 7) z = pUpper->z; else z = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y); if (z <= pSprite->z) { nLower = pUpper->owner; dassert(nLower >= 0 && nLower < kMaxSprites); spritetype *pLower = &sprite[nLower]; dassert(pLower->sectnum >= 0 && pLower->sectnum < kMaxSectors); ChangeSpriteSect(pSprite->index, pLower->sectnum); pSprite->x += pLower->x-pUpper->x; pSprite->y += pLower->y-pUpper->y; int z2; if (pLower->type == 6) z2 = pLower->z; else z2 = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y); pSprite->z += z2-z; ClearBitString(gInterpolateSprite, pSprite->index); return pUpper->type; } } if (nLower >= 0) { spritetype *pLower = &sprite[nLower]; int z; if (pLower->type == 6) z = pLower->z; else z = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y); if (z >= pSprite->z) { nUpper = pLower->owner; dassert(nUpper >= 0 && nUpper < kMaxSprites); spritetype *pUpper = &sprite[nUpper]; dassert(pUpper->sectnum >= 0 && pUpper->sectnum < kMaxSectors); ChangeSpriteSect(pSprite->index, pUpper->sectnum); pSprite->x += pUpper->x-pLower->x; pSprite->y += pUpper->y-pLower->y; int z2; if (pUpper->type == 7) z2 = pUpper->z; else z2 = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y); pSprite->z += z2-z; ClearBitString(gInterpolateSprite, pSprite->index); return pLower->type; } } return 0; } int CheckLink(int *x, int *y, int *z, int *nSector) { int nUpper = gUpperLink[*nSector]; int nLower = gLowerLink[*nSector]; if (nUpper >= 0) { spritetype *pUpper = &sprite[nUpper]; int z1; if (pUpper->type == 7) z1 = pUpper->z; else z1 = getflorzofslope(*nSector, *x, *y); if (z1 <= *z) { nLower = pUpper->owner; dassert(nLower >= 0 && nLower < kMaxSprites); spritetype *pLower = &sprite[nLower]; dassert(pLower->sectnum >= 0 && pLower->sectnum < kMaxSectors); *nSector = pLower->sectnum; *x += pLower->x-pUpper->x; *y += pLower->y-pUpper->y; int z2; if (pUpper->type == 6) z2 = pLower->z; else z2 = getceilzofslope(*nSector, *x, *y); *z += z2-z1; return pUpper->type; } } if (nLower >= 0) { spritetype *pLower = &sprite[nLower]; int z1; if (pLower->type == 6) z1 = pLower->z; else z1 = getceilzofslope(*nSector, *x, *y); if (z1 >= *z) { nUpper = pLower->owner; dassert(nUpper >= 0 && nUpper < kMaxSprites); spritetype *pUpper = &sprite[nUpper]; dassert(pUpper->sectnum >= 0 && pUpper->sectnum < kMaxSectors); *nSector = pUpper->sectnum; *x += pUpper->x-pLower->x; *y += pUpper->y-pLower->y; int z2; if (pLower->type == 7) z2 = pUpper->z; else z2 = getflorzofslope(*nSector, *x, *y); *z += z2-z1; return pLower->type; } } return 0; } class WarpLoadSave : public LoadSave { public: virtual void Load(); virtual void Save(); }; void WarpLoadSave::Load() { Read(gStartZone, sizeof(gStartZone)); Read(gUpperLink, sizeof(gUpperLink)); Read(gLowerLink, sizeof(gLowerLink)); } void WarpLoadSave::Save() { Write(gStartZone, sizeof(gStartZone)); Write(gUpperLink, sizeof(gUpperLink)); Write(gLowerLink, sizeof(gLowerLink)); } static WarpLoadSave *myLoadSave; void WarpLoadSaveConstruct(void) { myLoadSave = new WarpLoadSave(); }