//------------------------------------------------------------------------- /* 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 "keys.h" #include "tags.h" #include "sector.h" #include "ai.h" #include "player.h" #include "game.h" #include "net.h" #include "sprite.h" #include "track.h" #include "weapon.h" void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny); void DoAutoTurretObject(SECTOR_OBJECTp sop); void DoTornadoObject(SECTOR_OBJECTp sop); #define ACTOR_STD_JUMP (-384) int GlobSpeedSO; #undef BOUND_4PIX //#define BOUND_4PIX(x) ( TRUNC4((x) + MOD4(x)) ) #define BOUND_4PIX(x) (x) // determine if moving down the track will get you closer to the player short TrackTowardPlayer(SPRITEp sp, TRACKp t, TRACK_POINTp start_point) { TRACK_POINTp end_point; int end_dist, start_dist; // determine which end of the Track we are starting from if (start_point == t->TrackPoint) { end_point = t->TrackPoint + t->NumPoints - 1; } else { end_point = t->TrackPoint; } end_dist = Distance(end_point->x, end_point->y, sp->x, sp->y); start_dist = Distance(start_point->x, start_point->y, sp->x, sp->y); if (end_dist < start_dist) { return TRUE; } return FALSE; } short TrackStartCloserThanEnd(short SpriteNum, TRACKp t, TRACK_POINTp start_point) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; TRACK_POINTp end_point; int end_dist, start_dist; // determine which end of the Track we are starting from if (start_point == t->TrackPoint) { end_point = t->TrackPoint + t->NumPoints - 1; } else { end_point = t->TrackPoint; } end_dist = Distance(end_point->x, end_point->y, sp->x, sp->y); start_dist = Distance(start_point->x, start_point->y, sp->x, sp->y); if (start_dist < end_dist) { return TRUE; } return FALSE; } /* !AIC - Looks at endpoints to figure direction of the track and the closest point to the sprite. */ short ActorFindTrack(short SpriteNum, int8_t player_dir, int track_type, short *track_point_num, short *track_dir) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; int dist, near_dist = 999999, zdiff; short track_sect=0; short i; short end_point[2] = {0,0}; TRACKp t, near_track = NULL; TRACK_POINTp tp, near_tp = NULL; #define TOWARD_PLAYER 1 #define AWAY_FROM_PLAYER -1 // look at all tracks finding the closest endpoint for (t = &Track[0]; t < &Track[MAX_TRACKS]; t++) { tp = t->TrackPoint; // Skip if high tag is not ONE of the track type we are looking for if (!TEST(t->ttflags, track_type)) continue; // Skip if already someone on this track if (TEST(t->flags, TF_TRACK_OCCUPIED)) { //DSPRINTF(ds,"occupied!"); MONO_PRINT(ds); continue; } switch (track_type) { case BIT(TT_DUCK_N_SHOOT): { if (!u->ActorActionSet->Duck) return -1; end_point[1] = 0; break; } // for ladders only look at first track point case BIT(TT_LADDER): { if (!u->ActorActionSet->Climb) return -1; end_point[1] = 0; break; } case BIT(TT_JUMP_UP): case BIT(TT_JUMP_DOWN): { if (!u->ActorActionSet->Jump) return -1; end_point[1] = 0; break; } case BIT(TT_TRAVERSE): { if (!u->ActorActionSet->Crawl || !u->ActorActionSet->Jump) return -1; break; } // look at end point also default: end_point[1] = t->NumPoints - 1; break; } zdiff = Z(16); // Look at both track end points to see wich is closer for (i = 0; i < 2; i++) { tp = t->TrackPoint + end_point[i]; dist = Distance(tp->x, tp->y, sp->x, sp->y); if (dist < 15000 && dist < near_dist) { // make sure track start is on approximate z level - skip if // not if (labs(sp->z - tp->z) > zdiff) { continue; } // determine if the track leads in the direction we want it // to if (player_dir == TOWARD_PLAYER) { if (!TrackTowardPlayer(u->tgt_sp, t, tp)) { continue; } } else if (player_dir == AWAY_FROM_PLAYER) { if (TrackTowardPlayer(u->tgt_sp, t, tp)) { continue; } } // make sure the start distance is closer than the end // distance if (!TrackStartCloserThanEnd(SpriteNum, t, tp)) { continue; } near_dist = dist; near_track = t; near_tp = tp; *track_point_num = end_point[i]; *track_dir = i ? -1 : 1; } } } if (near_dist < 15000) { // get the sector number of the point COVERupdatesector(near_tp->x, near_tp->y, &track_sect); // if can see the point, return the track number if (FAFcansee(sp->x, sp->y, sp->z - Z(16), sp->sectnum, near_tp->x, near_tp->y, sector[track_sect].floorz - Z(32), track_sect)) { //DSPRINTF(ds,"Found track point in sector %d\n",track_sect); MONO_PRINT(ds); return near_track - &Track[0]; } return -1; } else { return -1; } } void NextTrackPoint(SECTOR_OBJECTp sop) { sop->point += sop->dir; if (sop->point > Track[sop->track].NumPoints - 1) sop->point = 0; if (sop->point < 0) sop->point = Track[sop->track].NumPoints - 1; } void NextActorTrackPoint(short SpriteNum) { USERp u = User[SpriteNum]; u->point += u->track_dir; if (u->point > Track[u->track].NumPoints - 1) u->point = 0; if (u->point < 0) u->point = Track[u->track].NumPoints - 1; } void TrackAddPoint(TRACKp t, TRACK_POINTp tp, short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; TRACK_POINTp tpoint = (tp + t->NumPoints); // //DSPRINTF(ds,"3 ndx = %d, numpoints = %d", t - Track, t->NumPoints); // MONO_PRINT(ds); tpoint->x = sp->x; tpoint->y = sp->y; tpoint->z = sp->z; tpoint->ang = sp->ang; tpoint->tag_low = sp->lotag; tpoint->tag_high = sp->hitag; t->NumPoints++; KillSprite(SpriteNum); } int TrackClonePoint(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum], np; short New; New = COVERinsertsprite(sp->sectnum, sp->statnum); ASSERT(New != -1); np = &sprite[New]; np->cstat = np->extra = 0; np->x = sp->x; np->y = sp->y; np->z = sp->z; np->ang = sp->ang; np->lotag = sp->lotag; np->hitag = sp->hitag; return New; } void QuickJumpSetup(short stat, short lotag, short type) { short SpriteNum = 0, NextSprite, ndx; TRACK_POINTp tp; TRACKp t; SPRITEp nsp; short start_sprite, end_sprite; // make short quick jump tracks TRAVERSE_SPRITE_STAT(headspritestat[stat], SpriteNum, NextSprite) { // find an open track for (ndx = 0; ndx < MAX_TRACKS; ndx++) { if (Track[ndx].NumPoints == 0) break; } ASSERT(ndx < MAX_TRACKS); ////DSPRINTF(ds,"1 ndx = %d, numpoints = %d\n", ndx, Track[ndx].NumPoints); //MONO_PRINT(ds); FreeMem(Track[ndx].TrackPoint); Track[ndx].TrackPoint = CallocMem((4 * sizeof(TRACK_POINT)), 1); tp = Track[ndx].TrackPoint; t = &Track[ndx]; // set track type SET(t->ttflags, BIT(type)); t->flags = 0; // clone point end_sprite = TrackClonePoint(SpriteNum); start_sprite = TrackClonePoint(SpriteNum); // add start point nsp = &sprite[start_sprite]; nsp->lotag = TRACK_START; nsp->hitag = 0; TrackAddPoint(t, tp, start_sprite); ////DSPRINTF(ds,"2 ndx = %d, numpoints = %d\n", ndx, Track[ndx].NumPoints); //MONO_PRINT(ds); // add jump point nsp = &sprite[SpriteNum]; nsp->x += 64 * (int) sintable[NORM_ANGLE(nsp->ang + 512)] >> 14; nsp->y += 64 * (int) sintable[nsp->ang] >> 14; nsp->lotag = lotag; TrackAddPoint(t, tp, SpriteNum); // add end point nsp = &sprite[end_sprite]; nsp->x += 2048 * (int) sintable[NORM_ANGLE(nsp->ang + 512)] >> 14; nsp->y += 2048 * (int) sintable[nsp->ang] >> 14; nsp->lotag = TRACK_END; nsp->hitag = 0; TrackAddPoint(t, tp, end_sprite); } } void QuickScanSetup(short stat, short lotag, short type) { short SpriteNum = 0, NextSprite, ndx; TRACK_POINTp tp; TRACKp t; SPRITEp nsp; short start_sprite, end_sprite; // make short quick jump tracks TRAVERSE_SPRITE_STAT(headspritestat[stat], SpriteNum, NextSprite) { // find an open track for (ndx = 0; ndx < MAX_TRACKS; ndx++) { if (Track[ndx].NumPoints == 0) break; } ASSERT(ndx < MAX_TRACKS); // save space for 3 points FreeMem(Track[ndx].TrackPoint); Track[ndx].TrackPoint = CallocMem((4 * sizeof(TRACK_POINT)), 1); ASSERT(Track[ndx].TrackPoint != NULL); tp = Track[ndx].TrackPoint; t = &Track[ndx]; // set track type SET(t->ttflags, BIT(type)); t->flags = 0; // clone point end_sprite = TrackClonePoint(SpriteNum); start_sprite = TrackClonePoint(SpriteNum); // add start point nsp = &sprite[start_sprite]; nsp->lotag = TRACK_START; nsp->hitag = 0; nsp->x += 64 * (int) sintable[NORM_ANGLE(nsp->ang + 1024 + 512)] >> 14; nsp->y += 64 * (int) sintable[NORM_ANGLE(nsp->ang + 1024)] >> 14; TrackAddPoint(t, tp, start_sprite); // add jump point nsp = &sprite[SpriteNum]; nsp->lotag = lotag; TrackAddPoint(t, tp, SpriteNum); // add end point nsp = &sprite[end_sprite]; nsp->x += 64 * (int) sintable[NORM_ANGLE(nsp->ang + 512)] >> 14; nsp->y += 64 * (int) sintable[nsp->ang] >> 14; nsp->lotag = TRACK_END; nsp->hitag = 0; TrackAddPoint(t, tp, end_sprite); } } void QuickExitSetup(short stat, short type) { short SpriteNum = 0, NextSprite, ndx; TRACK_POINTp tp; TRACKp t; SPRITEp nsp; short start_sprite, end_sprite; TRAVERSE_SPRITE_STAT(headspritestat[stat], SpriteNum, NextSprite) { // find an open track for (ndx = 0; ndx < MAX_TRACKS; ndx++) { if (Track[ndx].NumPoints == 0) break; } ASSERT(ndx < MAX_TRACKS); // save space for 3 points FreeMem(Track[ndx].TrackPoint); Track[ndx].TrackPoint = CallocMem((4 * sizeof(TRACK_POINT)), 1); ASSERT(Track[ndx].TrackPoint != NULL); tp = Track[ndx].TrackPoint; t = &Track[ndx]; // set track type SET(t->ttflags, BIT(type)); t->flags = 0; // clone point end_sprite = TrackClonePoint(SpriteNum); start_sprite = TrackClonePoint(SpriteNum); // add start point nsp = &sprite[start_sprite]; nsp->lotag = TRACK_START; nsp->hitag = 0; TrackAddPoint(t, tp, start_sprite); KillSprite(SpriteNum); // add end point nsp = &sprite[end_sprite]; nsp->x += 1024 * (int) sintable[NORM_ANGLE(nsp->ang + 512)] >> 14; nsp->y += 1024 * (int) sintable[nsp->ang] >> 14; nsp->lotag = TRACK_END; nsp->hitag = 0; TrackAddPoint(t, tp, end_sprite); } } void QuickLadderSetup(short stat, short lotag, short type) { short SpriteNum = 0, NextSprite, ndx; TRACK_POINTp tp; TRACKp t; SPRITEp nsp; short start_sprite, end_sprite; TRAVERSE_SPRITE_STAT(headspritestat[stat], SpriteNum, NextSprite) { // find an open track for (ndx = 0; ndx < MAX_TRACKS; ndx++) { if (Track[ndx].NumPoints == 0) break; } ASSERT(ndx < MAX_TRACKS); // save space for 3 points FreeMem(Track[ndx].TrackPoint); Track[ndx].TrackPoint = CallocMem((4 * sizeof(TRACK_POINT)), 1); ASSERT(Track[ndx].TrackPoint != NULL); tp = Track[ndx].TrackPoint; t = &Track[ndx]; // set track type SET(t->ttflags, BIT(type)); t->flags = 0; // clone point end_sprite = TrackClonePoint(SpriteNum); start_sprite = TrackClonePoint(SpriteNum); // add start point nsp = &sprite[start_sprite]; nsp->lotag = TRACK_START; nsp->hitag = 0; nsp->x += MOVEx(256,nsp->ang + 1024); nsp->y += MOVEy(256,nsp->ang + 1024); TrackAddPoint(t, tp, start_sprite); // add climb point nsp = &sprite[SpriteNum]; nsp->lotag = lotag; TrackAddPoint(t, tp, SpriteNum); // add end point nsp = &sprite[end_sprite]; nsp->x += MOVEx(512,nsp->ang); nsp->y += MOVEy(512,nsp->ang); nsp->lotag = TRACK_END; nsp->hitag = 0; TrackAddPoint(t, tp, end_sprite); } } void TrackSetup(void) { short SpriteNum = 0, NextSprite, ndx; TRACK_POINTp tp; TRACKp t; SPRITEp nsp; short new_sprite1, new_sprite2; TRACK_POINTp New; int size; // put points on track for (ndx = 0; ndx < MAX_TRACKS; ndx++) { if (headspritestat[STAT_TRACK + ndx] == -1) { // for some reason I need at least one record allocated // can't remember why at this point Track[ndx].TrackPoint = CallocMem(sizeof(TRACK_POINT) * 1, 1); continue; } ASSERT(Track[ndx].TrackPoint == NULL); // make the track array rather large. I'll resize it to correct size // later. Track[ndx].TrackPoint = CallocMem(sizeof(TRACK_POINT) * 500, 1); ASSERT(Track[ndx].TrackPoint != NULL); tp = Track[ndx].TrackPoint; t = &Track[ndx]; // find the first point and save it TRAVERSE_SPRITE_STAT(headspritestat[STAT_TRACK + ndx], SpriteNum, NextSprite) { if (LOW_TAG_SPRITE(SpriteNum) == TRACK_START) { ASSERT(t->NumPoints == 0); TrackAddPoint(t, tp, SpriteNum); break; } } // didn't find the start point of the track if (t->NumPoints == 0) { int i, nexti; SPRITEp sp = &sprite[headspritestat[STAT_TRACK+ndx]]; buildprintf("WARNING: Did not find first point of Track Number %d, x %d, y %d", ndx, sp->x, sp->y); for (i=headspritestat[STAT_TRACK+ndx]; i>=0; i=nexti) { // neuter the track's sprite list nexti = nextspritestat[i]; deletesprite(i); } continue; } // set up flags for track types if (tp->tag_low == TRACK_START && tp->tag_high) SET(t->ttflags, BIT(tp->tag_high)); // while there are still sprites on this status list while (headspritestat[STAT_TRACK + ndx] != -1) { short next_sprite = -1; int dist, low_dist = 999999; // find the closest point to the last point TRAVERSE_SPRITE_STAT(headspritestat[STAT_TRACK + ndx], SpriteNum, NextSprite) { dist = Distance((tp + t->NumPoints - 1)->x, (tp + t->NumPoints - 1)->y, sprite[SpriteNum].x, sprite[SpriteNum].y); if (dist < low_dist) { next_sprite = SpriteNum; low_dist = dist; } } // save the closest one off and kill it if (next_sprite != -1) { ASSERT(low_dist < 20000); TrackAddPoint(t, tp, next_sprite); } } size = (Track[ndx].NumPoints + 1) * sizeof(TRACK_POINT); New = CallocMem(size, 1); memcpy(New, Track[ndx].TrackPoint, size); FreeMem(Track[ndx].TrackPoint); Track[ndx].TrackPoint = New; ASSERT(Track[ndx].TrackPoint != NULL); } QuickJumpSetup(STAT_QUICK_JUMP, TRACK_ACTOR_QUICK_JUMP, TT_JUMP_UP); QuickJumpSetup(STAT_QUICK_JUMP_DOWN, TRACK_ACTOR_QUICK_JUMP_DOWN, TT_JUMP_DOWN); QuickJumpSetup(STAT_QUICK_SUPER_JUMP, TRACK_ACTOR_QUICK_SUPER_JUMP, TT_SUPER_JUMP_UP); QuickScanSetup(STAT_QUICK_SCAN, TRACK_ACTOR_QUICK_SCAN, TT_SCAN); QuickLadderSetup(STAT_QUICK_LADDER, TRACK_ACTOR_CLIMB_LADDER, TT_LADDER); QuickExitSetup(STAT_QUICK_EXIT, TT_EXIT); QuickJumpSetup(STAT_QUICK_OPERATE, TRACK_ACTOR_QUICK_OPERATE, TT_OPERATE); QuickJumpSetup(STAT_QUICK_DUCK, TRACK_ACTOR_QUICK_DUCK, TT_DUCK_N_SHOOT); QuickJumpSetup(STAT_QUICK_DEFEND, TRACK_ACTOR_QUICK_DEFEND, TT_HIDE_N_SHOOT); } SPRITEp FindBoundSprite(short tag) { short sn, next_sn; TRAVERSE_SPRITE_STAT(headspritestat[STAT_ST1], sn, next_sn) { if (sprite[sn].hitag == tag) { return &sprite[sn]; } } return NULL; } void SectorObjectSetupBounds(SECTOR_OBJECTp sop) { int xlow, ylow, xhigh, yhigh; short sp_num, next_sp_num, sn, startwall, endwall; int i, k, j; SPRITEp BoundSprite; SWBOOL FoundOutsideLoop = FALSE, FoundSector = FALSE; SWBOOL SectorInBounds; SECTORp *sectp; PLAYERp pp; short pnum; USERp u = User[sop->sp_child - sprite]; static unsigned char StatList[] = { STAT_DEFAULT, STAT_MISC, STAT_ITEM, STAT_TRAP, STAT_SPAWN_SPOT, STAT_SOUND_SPOT, STAT_WALL_MOVE, STAT_WALLBLOOD_QUEUE, STAT_SPRITE_HIT_MATCH, STAT_AMBIENT, STAT_DELETE_SPRITE, STAT_SPAWN_TRIGGER, // spawing monster trigger - for Randy's bullet train. //STAT_FLOOR_PAN, STAT_CEILING_PAN }; // search for 2 sprite bounding tags BoundSprite = FindBoundSprite(500 + ((sop - SectorObject) * 5)); //DSPRINTF(ds,"tagnum %d, so num %d",500 + ((sop - SectorObject) * 5), sop - SectorObject); MONO_PRINT(ds); ASSERT(BoundSprite != NULL); xlow = BoundSprite->x; ylow = BoundSprite->y; KillSprite(BoundSprite - sprite); BoundSprite = FindBoundSprite(501 + ((sop - SectorObject) * 5)); ASSERT(BoundSprite != NULL); xhigh = BoundSprite->x; yhigh = BoundSprite->y; KillSprite(BoundSprite - sprite); // set radius for explosion checking - based on bounding box u->Radius = DIV4((xhigh - xlow) + (yhigh - ylow)); u->Radius -= DIV4(u->Radius); // trying to get it a good size // search for center sprite if it exists BoundSprite = FindBoundSprite(SECT_SO_CENTER); if (BoundSprite) { sop->xmid = BoundSprite->x; sop->ymid = BoundSprite->y; sop->zmid = BoundSprite->z; KillSprite(BoundSprite - sprite); } #if 0 // look for players on sector object TRAVERSE_CONNECT(pnum) { pp = &Player[pnum]; if (pp->posx > xlow && pp->posx < xhigh && pp->posy > ylow && pp->posy < yhigh) { pp->RevolveAng = pp->pang; pp->RevolveX = pp->posx; pp->RevolveY = pp->posy; pp->RevolveDeltaAng = 0; SET(pp->Flags, PF_PLAYER_RIDING); pp->sop_riding = sop; } } #endif // look through all sectors for whole sectors that are IN bounds for (k = 0; k < numsectors; k++) { startwall = sector[k].wallptr; endwall = startwall + sector[k].wallnum - 1; SectorInBounds = TRUE; for (j = startwall; j <= endwall; j++) { // all walls have to be in bounds to be in sector object if (!(wall[j].x > xlow && wall[j].x < xhigh && wall[j].y > ylow && wall[j].y < yhigh)) { SectorInBounds = FALSE; break; } } if (SectorInBounds) { sop->sector[sop->num_sectors] = k; sop->sectp[sop->num_sectors] = §or[k]; // all sectors in sector object have this flag set - for colision // detection and recognition SET(sector[k].extra, SECTFX_SECTOR_OBJECT); sop->zorig_floor[sop->num_sectors] = sector[k].floorz; sop->zorig_ceiling[sop->num_sectors] = sector[k].ceilingz; if (TEST(sector[k].extra, SECTFX_SINK)) sop->zorig_floor[sop->num_sectors] += Z(SectUser[k]->depth); // lowest and highest floorz's if (sector[k].floorz > sop->floor_loz) sop->floor_loz = sector[k].floorz; if (sector[k].floorz < sop->floor_hiz) sop->floor_hiz = sector[k].floorz; sop->num_sectors++; } ASSERT(sop->num_sectors < SIZ(SectorObject[0].sector)); } // // Make sure every sector object has an outer loop tagged - important // FoundOutsideLoop = FALSE; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { startwall = (*sectp)->wallptr; endwall = startwall + (*sectp)->wallnum - 1; // move all walls in sectors for (k = startwall; k <= endwall; k++) { // for morph point - tornado style if (wall[k].lotag == TAG_WALL_ALIGN_SLOPE_TO_POINT) sop->morph_wall_point = k; if (wall[k].extra && TEST(wall[k].extra, WALLFX_LOOP_OUTER)) FoundOutsideLoop = TRUE; // each wall has this set - for collision detection SET(wall[k].extra, WALLFX_SECTOR_OBJECT|WALLFX_DONT_STICK); if (wall[k].nextwall >= 0) SET(wall[wall[k].nextwall].extra, WALLFX_SECTOR_OBJECT|WALLFX_DONT_STICK); } } if (!FoundOutsideLoop) { TerminateGame(); printf("Forgot to tag outer loop for Sector Object #%d", (int)(sop - SectorObject)); exit(1); } for (i = 0; i < (int)SIZ(StatList); i++) { TRAVERSE_SPRITE_STAT(headspritestat[StatList[i]], sp_num, next_sp_num) { SPRITEp sp = &sprite[sp_num]; USERp u; ASSERT(sp_num != -1); if (sp->x > xlow && sp->x < xhigh && sp->y > ylow && sp->y < yhigh) { // some delete sprites ride others don't if (sp->statnum == STAT_DELETE_SPRITE) { if (!TEST_BOOL2(sp)) continue; } if (User[sp_num] == NULL) u = SpawnUser(sp_num, 0, NULL); else u = User[sp_num]; u->RotNum = 0; u->ox = sp->x; u->oy = sp->y; u->oz = sp->z; switch (sp->statnum) { case STAT_WALL_MOVE: ////DSPRINTF(ds,"Damage Wall attached "); //MONO_PRINT(ds); break; case STAT_DEFAULT: switch (sp->hitag) { case SO_CLIP_BOX: { short ang2; sop->clipdist = 0; sop->clipbox_dist[sop->clipbox_num] = sp->lotag; sop->clipbox_xoff[sop->clipbox_num] = sop->xmid - sp->x; sop->clipbox_yoff[sop->clipbox_num] = sop->ymid - sp->y; sop->clipbox_vdist[sop->clipbox_num] = ksqrt(SQ(sop->xmid - sp->x) + SQ(sop->ymid - sp->y)); ang2 = getangle(sp->x - sop->xmid, sp->y - sop->ymid); sop->clipbox_ang[sop->clipbox_num] = GetDeltaAngle(sop->ang, ang2); sop->clipbox_num++; KillSprite(sp_num); goto cont; } case SO_SHOOT_POINT: sp->owner = -1; change_sprite_stat(sp_num, STAT_SO_SHOOT_POINT); RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); break; default: break; } break; } u->sx = sop->xmid - sp->x; u->sy = sop->ymid - sp->y; u->sz = sector[sop->mid_sector].floorz - sp->z; SET(u->Flags, SPR_SO_ATTACHED); u->sang = sp->ang; u->spal = sp->pal; // search SO's sectors to make sure that it is not on a // sector // place all sprites on list for (sn = 0; sn < (int)SIZ(sop->sp_num); sn++) { if (sop->sp_num[sn] == -1) break; } ASSERT(sn < SIZ(sop->sp_num) - 1); sop->sp_num[sn] = sp_num; if (!TEST(sop->flags, SOBJ_SPRITE_OBJ)) { // determine if sprite is on a SO sector - set flag if // true for (j = 0; j < sop->num_sectors; j++) { if (sop->sector[j] == sp->sectnum) { SET(u->Flags, SPR_ON_SO_SECTOR); u->sz = sector[sp->sectnum].floorz - sp->z; break; } } } } cont: continue; } } // for SPRITE OBJECT sprites, set the u->sz value to the difference // between the zmid and the sp->z if (TEST(sop->flags, SOBJ_SPRITE_OBJ)) { SPRITEp sp; USERp u; int zmid = -9999999; // choose the lowest sprite for the zmid for (i = 0; sop->sp_num[i] != -1; i++) { sp = &sprite[sop->sp_num[i]]; u = User[sop->sp_num[i]]; if (sp->z > zmid) zmid = sp->z; } ASSERT(zmid != -9999999); sop->zmid = zmid; for (i = 0; sop->sp_num[i] != -1; i++) { sp = &sprite[sop->sp_num[i]]; u = User[sop->sp_num[i]]; u->sz = sop->zmid - sp->z; } } } void SetupSectorObject(short sectnum, short tag) { SPRITEp sp; SECTOR_OBJECTp sop; short object_num, ndx = 0, startwall, endwall, SpriteNum, NextSprite; int trash; short j, k; short New; USERp u; tag -= (TAG_OBJECT_CENTER - 1); // sector[sectnum].lotag = tag; object_num = tag / 5; sop = &SectorObject[object_num]; // initialize stuff first time through if (sop->num_sectors == -1) { void DoTornadoObject(SECTOR_OBJECTp sop); void MorphTornado(SECTOR_OBJECTp sop); void MorphFloor(SECTOR_OBJECTp sop); void ScaleSectorObject(SECTOR_OBJECTp sop); void DoAutoTurretObject(SECTOR_OBJECTp sop); memset(sop->sectp, 0, sizeof(sop->sectp)); sop->crush_z = 0; sop->drive_angspeed = 0; sop->drive_angslide = 0; sop->drive_slide = 0; sop->drive_speed = 0; sop->num_sectors = 0; sop->update = 15000; sop->flags = 0; sop->clipbox_num = 0; sop->bob_amt = 0; sop->vel_rate = 6; sop->z_rate = 256; sop->zdelta = sop->z_tgt = 0; sop->wait_tics = 0; sop->spin_speed = 0; sop->spin_ang = 0; sop->ang_orig = 0; sop->clipdist = 1024; sop->target_dist = 0; sop->turn_speed = 4; sop->floor_loz = -9999999; sop->floor_hiz = 9999999; sop->player_xoff = sop->player_yoff = 0; sop->ang_tgt = sop->ang = sop->ang_moving = 0; sop->op_main_sector = -1; sop->ram_damage = 0; sop->max_damage = -9999; sop->scale_type = SO_SCALE_NONE; sop->scale_dist = 0; sop->scale_speed = 20; sop->scale_dist_min = -1024; sop->scale_dist_max = 1024; sop->scale_rand_freq = 64>>3; sop->scale_x_mult = 256; sop->scale_y_mult = 256; sop->morph_ang = RANDOM_P2(2048); sop->morph_z_speed = 20; sop->morph_speed = 32; sop->morph_dist_max = 1024; sop->morph_rand_freq = 64; sop->morph_dist = 0; sop->morph_xoff = 0; sop->morph_yoff = 0; sop->PreMoveAnimator = NULL; sop->PostMoveAnimator = NULL; sop->Animator = NULL; } switch (tag % 5) { case TAG_OBJECT_CENTER - 500: sop->mid_sector = sectnum; SectorMidPoint(sectnum, &sop->xmid, &sop->ymid, &sop->zmid); //sop->zmid = sector[sectnum].floorz; //sop->zmid = DIV2(sector[sectnum].floorz + sector[sectnum].ceilingz); sop->dir = 1; sop->track = HIGH_TAG(sectnum); // spawn a sprite to make it easier to integrate with sprite routines New = SpawnSprite(STAT_SO_SP_CHILD, 0, NULL, sectnum, sop->xmid, sop->ymid, sop->zmid, 0, 0); sop->sp_child = &sprite[New]; u = User[New]; u->sop_parent = sop; SET(u->Flags2, SPR2_SPRITE_FAKE_BLOCK); // for damage test // check for any ST1 sprites laying on the center sector TRAVERSE_SPRITE_SECT(headspritesect[sectnum], SpriteNum, NextSprite) { sp = &sprite[SpriteNum]; if (sp->statnum == STAT_ST1) { switch (sp->hitag) { case SO_SCALE_XY_MULT: if (SP_TAG5(sp)) sop->scale_x_mult = SP_TAG5(sp); if (SP_TAG6(sp)) sop->scale_y_mult = SP_TAG6(sp); KillSprite(SpriteNum); break; case SO_SCALE_POINT_INFO: memset(sop->scale_point_dist,0,sizeof(sop->scale_point_dist)); sop->scale_point_base_speed = SP_TAG2(sp); for (j = 0; j < (int)SIZ(sop->scale_point_speed); j++) { sop->scale_point_speed[j] = SP_TAG2(sp); } if (SP_TAG4(sp)) sop->scale_point_rand_freq = (uint8_t)SP_TAG4(sp); else sop->scale_point_rand_freq = 64; sop->scale_point_dist_min = -SP_TAG5(sp); sop->scale_point_dist_max = SP_TAG6(sp); KillSprite(SpriteNum); break; case SO_SCALE_INFO: SET(sop->flags, SOBJ_DYNAMIC); sop->scale_speed = SP_TAG2(sp); sop->scale_dist_min = -SP_TAG5(sp); sop->scale_dist_max = SP_TAG6(sp); sop->scale_type = SP_TAG4(sp); sop->scale_active_type = SP_TAG7(sp); if (SP_TAG8(sp)) sop->scale_rand_freq = (uint8_t)SP_TAG8(sp); else sop->scale_rand_freq = 64>>3; if (SP_TAG3(sp) == 0) sop->scale_dist = sop->scale_dist_min; else if (SP_TAG3(sp) == 1) sop->scale_dist = sop->scale_dist_max; KillSprite(SpriteNum); break; case SPAWN_SPOT: if (sp->clipdist == 3) { USERp u; change_sprite_stat(SpriteNum, STAT_NO_STATE); u = SpawnUser(SpriteNum, 0, NULL); u->ActorActionFunc = NULL; } break; case SO_AUTO_TURRET: sop->Animator = DoAutoTurretObject; KillSprite(SpriteNum); break; case SO_TORNADO: if (SW_SHAREWARE) break; sop->vel = 120; SET(sop->flags, SOBJ_DYNAMIC); sop->scale_type = SO_SCALE_CYCLE; // spin stuff sop->spin_speed = 16; sop->last_ang = sop->ang; // animators sop->Animator = DoTornadoObject; sop->PreMoveAnimator = ScaleSectorObject; sop->PostMoveAnimator = MorphTornado; // clip sop->clipdist = 2500; // morph point sop->morph_speed = 16; sop->morph_z_speed = 6; sop->morph_dist_max = 1024; sop->morph_rand_freq = 8; sop->scale_dist_min = -768; KillSprite(SpriteNum); break; case SO_FLOOR_MORPH: if (SW_SHAREWARE) break; SET(sop->flags, SOBJ_DYNAMIC); sop->scale_type = SO_SCALE_NONE; sop->morph_speed = 120; sop->morph_z_speed = 7; sop->PostMoveAnimator = MorphFloor; sop->morph_dist_max = 4000; sop->morph_rand_freq = 8; KillSprite(SpriteNum); break; case SO_AMOEBA: SET(sop->flags, SOBJ_DYNAMIC); //sop->scale_type = SO_SCALE_CYCLE; sop->scale_type = SO_SCALE_RANDOM_POINT; sop->PreMoveAnimator = ScaleSectorObject; memset(sop->scale_point_dist,0,sizeof(sop->scale_point_dist));; sop->scale_point_base_speed = SCALE_POINT_SPEED; for (j = 0; j < (int)SIZ(sop->scale_point_speed); j++) sop->scale_point_speed[j] = SCALE_POINT_SPEED; sop->scale_point_dist_min = -256; sop->scale_point_dist_max = 256; sop->scale_point_rand_freq = 32; KillSprite(SpriteNum); break; case SO_MAX_DAMAGE: u->MaxHealth = SP_TAG2(sp); if (SP_TAG5(sp) != 0) sop->max_damage = SP_TAG5(sp); else sop->max_damage = u->MaxHealth; switch (sp->clipdist) { case 0: break; case 1: SET(sop->flags, SOBJ_DIE_HARD); break; } KillSprite(SpriteNum); break; case SO_DRIVABLE_ATTRIB: sop->drive_angspeed = SP_TAG2(sp); sop->drive_angspeed <<= 5; sop->drive_angslide = SP_TAG3(sp); if (sop->drive_angslide <= 0 || sop->drive_angslide == 32) sop->drive_angslide = 1; sop->drive_speed = SP_TAG6(sp); sop->drive_speed <<= 5; sop->drive_slide = SP_TAG7(sp); if (sop->drive_slide <= 0) sop->drive_slide = 1; if (TEST_BOOL1(sp)) SET(sop->flags, SOBJ_NO_QUAKE); if (TEST_BOOL3(sp)) SET(sop->flags, SOBJ_REMOTE_ONLY); if (TEST_BOOL4(sp)) { sop->crush_z = sp->z; SET(sop->flags, SOBJ_RECT_CLIP); } //KillSprite(SpriteNum); break; case SO_RAM_DAMAGE: sop->ram_damage = sp->lotag; KillSprite(SpriteNum); break; case SECT_SO_CLIP_DIST: sop->clipdist = sp->lotag; KillSprite(SpriteNum); break; case SECT_SO_SPRITE_OBJ: SET(sop->flags, SOBJ_SPRITE_OBJ); KillSprite(SpriteNum); break; case SECT_SO_DONT_ROTATE: SET(sop->flags, SOBJ_DONT_ROTATE); KillSprite(SpriteNum); break; case SO_LIMIT_TURN: sop->limit_ang_center = sp->ang; sop->limit_ang_delta = sp->lotag; KillSprite(SpriteNum); break; case SO_MATCH_EVENT: sop->match_event = sp->lotag; sop->match_event_sprite = SpriteNum; break; case SO_SET_SPEED: sop->vel = sp->lotag * 256; sop->vel_tgt = sop->vel; KillSprite(SpriteNum); break; case SO_SPIN: if (sop->spin_speed) break; sop->spin_speed = sp->lotag; sop->last_ang = sop->ang; KillSprite(SpriteNum); break; case SO_ANGLE: sop->ang = sop->ang_moving = sp->ang; sop->last_ang = sop->ang_orig = sop->ang; sop->spin_ang = 0; KillSprite(SpriteNum); break; case SO_SPIN_REVERSE: sop->spin_speed = sp->lotag; sop->last_ang = sop->ang; if (sop->spin_speed >= 0) sop->spin_speed = -sop->spin_speed; KillSprite(SpriteNum); break; case SO_BOB_START: sop->bob_amt = Z(sp->lotag); sop->bob_sine_ndx = 0; sop->bob_speed = 4; KillSprite(SpriteNum); break; case SO_TURN_SPEED: sop->turn_speed = sp->lotag; KillSprite(SpriteNum); break; case SO_SYNC1: SET(sop->flags, SOBJ_SYNC1); KillSprite(SpriteNum); break; case SO_SYNC2: SET(sop->flags, SOBJ_SYNC2); KillSprite(SpriteNum); break; case SO_KILLABLE: SET(sop->flags, SOBJ_KILLABLE); KillSprite(SpriteNum); break; } } } if (sop->vel == -1) sop->vel = sop->vel_tgt = 8 * 256; SectorObjectSetupBounds(sop); if (sop->track >= SO_OPERATE_TRACK_START) { switch (sop->track) { case SO_TURRET_MGUN: case SO_TURRET: case SO_TANK: sop->vel = 0; SET(sop->flags, SOBJ_OPERATIONAL); break; case SO_SPEED_BOAT: sop->vel = 0; sop->bob_amt = Z(2); sop->bob_speed = 4; SET(sop->flags, SOBJ_OPERATIONAL); break; default: SET(sop->flags, SOBJ_OPERATIONAL); break; } } sector[sectnum].lotag = 0; sector[sectnum].hitag = 0; if (sop->max_damage <= 0) VehicleSetSmoke(sop, SpawnVehicleSmoke); // find radius //u->Radius = sop-> break; } } void PostSetupSectorObject(void) { SECTOR_OBJECTp sop; for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++) { if (sop->xmid == MAXLONG) continue; FindMainSector(sop); } } SECTOR_OBJECTp PlayerOnObject(short sectnum_match) { short i, j; SECTOR_OBJECTp sop; // place each sector object on the track //for (i = 0; (SectorObject[i].xmid != MAXLONG) && (i < MAX_SECTOR_OBJECTS); i++) for (i = 0; (i < MAX_SECTOR_OBJECTS); i++) { sop = &SectorObject[i]; if (sop->track < SO_OPERATE_TRACK_START) continue; for (j = 0; j < sop->num_sectors; j++) { if (sop->sector[j] == sectnum_match && TEST(sector[sectnum_match].extra, SECTFX_OPERATIONAL)) { return sop; } } } return NULL; } void PlaceSectorObjectsOnTracks(void) { short i, j, k, startwall, endwall; SWBOOL found; // place each sector object on the track for (i = 0; i < MAX_SECTOR_OBJECTS; i++) { int low_dist = 999999, dist; SECTOR_OBJECTp sop = &SectorObject[i]; TRACK_POINTp tpoint = NULL; short spnum, next_spnum; if (sop->xmid == MAXLONG) continue; // save off the original x and y locations of the walls AND sprites sop->num_walls = 0; for (j = 0; sop->sector[j] != -1; j++) { startwall = sector[sop->sector[j]].wallptr; endwall = startwall + sector[sop->sector[j]].wallnum - 1; // move all walls in sectors for (k = startwall; k <= endwall; k++) { sop->xorig[sop->num_walls] = sop->xmid - wall[k].x; sop->yorig[sop->num_walls] = sop->ymid - wall[k].y; sop->num_walls++; } } ASSERT(sop->num_walls < SIZ(sop->xorig)); if (sop->track <= -1) continue; if (sop->track >= SO_OPERATE_TRACK_START) continue; found = FALSE; // find the closest point on the track and put SOBJ on it for (j = 0; j < Track[sop->track].NumPoints; j++) { tpoint = Track[sop->track].TrackPoint; dist = Distance((tpoint + j)->x, (tpoint + j)->y, sop->xmid, sop->ymid); if (dist < low_dist) { low_dist = dist; sop->point = j; found = TRUE; ////DSPRINTF(ds,"point = %d, dist = %d, x1=%d, y1=%d",j,low_dist,(tpoint +j)->x,(tpoint+j)->y); //MONO_PRINT(ds); } } if (!found) { //DSPRINTF(ds,"track not found"); MONO_PRINT(ds); sop->track = -1; continue; } NextTrackPoint(sop); sop->ang = getangle((tpoint + sop->point)->x - sop->xmid, (tpoint + sop->point)->y - sop->ymid); sop->ang_moving = sop->ang_tgt = sop->ang; } } void PlaceActorsOnTracks(void) { short i, nexti, j, tag, htag, new_ang; SPRITEp sp; USERp u; TRACK_POINTp tpoint = NULL; // place each actor on the track TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti) { int low_dist = 999999, dist; sp = User[i]->SpriteP; u = User[i]; tag = LOW_TAG_SPRITE(i); htag = HIGH_TAG_SPRITE(i); if (tag < TAG_ACTOR_TRACK_BEGIN || tag > TAG_ACTOR_TRACK_END) continue; // setup sprite track defaults u->track = tag - TAG_ACTOR_TRACK_BEGIN; // if facing left go backward if (BETWEEN(sp->ang, 513, 1535)) { u->track_dir = -1; } else { u->track_dir = 1; } u->track_vel = sp->xvel * 256; u->vel_tgt = u->track_vel; u->vel_rate = 6; // find the closest point on the track and put SOBJ on it for (j = 0; j < Track[u->track].NumPoints; j++) { tpoint = Track[u->track].TrackPoint; dist = Distance((tpoint + j)->x, (tpoint + j)->y, sp->x, sp->y); if (dist < low_dist) { low_dist = dist; u->point = j; } } NextActorTrackPoint(i); // check angle in the "forward" direction sp->ang = getangle((tpoint + u->point)->x - sp->x, (tpoint + u->point)->y - sp->y); } } void MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny) { void DoPlayerZrange(PLAYERp pp); // make sure your standing on the so if (TEST(pp->Flags, PF_JUMPING | PF_FALLING | PF_FLYING)) return; pp->sop_riding = sop; // if player has NOT moved and player is NOT riding // set up the player for riding if (!TEST(pp->Flags, PF_PLAYER_MOVED) && !TEST(pp->Flags, PF_PLAYER_RIDING)) { SET(pp->Flags, PF_PLAYER_RIDING); pp->RevolveAng = pp->pang; pp->RevolveX = pp->posx; pp->RevolveY = pp->posy; // set the delta angle to 0 when moving pp->RevolveDeltaAng = 0; } pp->posx += BOUND_4PIX(nx); pp->posy += BOUND_4PIX(ny); if (TEST(sop->flags, SOBJ_DONT_ROTATE)) { UpdatePlayerSprite(pp); return; } if (TEST(pp->Flags, PF_PLAYER_MOVED)) { // Player is moving // save the current information so when Player stops // moving then you // know where he was last pp->RevolveAng = pp->pang; pp->RevolveX = pp->posx; pp->RevolveY = pp->posy; // set the delta angle to 0 when moving pp->RevolveDeltaAng = 0; } else { // Player is NOT moving // Move saved x&y variables pp->RevolveX += BOUND_4PIX(nx); pp->RevolveY += BOUND_4PIX(ny); // Last known angle is now adjusted by the delta angle pp->RevolveAng = NORM_ANGLE(pp->pang - pp->RevolveDeltaAng); } // increment Players delta angle pp->RevolveDeltaAng = NORM_ANGLE(pp->RevolveDeltaAng + GlobSpeedSO); rotatepoint(*(vec2_t *)&sop->xmid, *(vec2_t *)&pp->RevolveX, pp->RevolveDeltaAng, (vec2_t *)&pp->posx); // THIS WAS CAUSING PROLEMS!!!! // Sectors are still being manipulated so you can end up in a void (-1) sector //COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum); // New angle is formed by taking last known angle and // adjusting by the delta angle pp->pang = NORM_ANGLE(pp->RevolveAng + pp->RevolveDeltaAng); UpdatePlayerSprite(pp); } void MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny) { int j, k, c; vec2_t rxy; short startwall, endwall, save_ang, pnum; PLAYERp pp; SECTORp *sectp; SPRITEp sp; WALLp wp; USERp u; short i, nexti, rot_ang; SWBOOL PlayerMove = TRUE; if (sop->xmid >= (int)MAXSO) PlayerMove = FALSE; // move along little midpoint sop->xmid += BOUND_4PIX(nx); sop->ymid += BOUND_4PIX(ny); if (sop->xmid >= (int)MAXSO) PlayerMove = FALSE; // move child sprite along also sop->sp_child->x = sop->xmid; sop->sp_child->y = sop->ymid; //COVERupdatesector(sop->xmid, sop->ymid, &sop->sectnum); // setting floorz if need be //if (!TEST(sop->flags, SOBJ_SPRITE_OBJ)) if (TEST(sop->flags, SOBJ_ZMID_FLOOR)) sop->zmid = sector[sop->mid_sector].floorz; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { if (TEST(sop->flags, SOBJ_SPRITE_OBJ | SOBJ_DONT_ROTATE)) goto PlayerPart; startwall = (*sectp)->wallptr; endwall = startwall + (*sectp)->wallnum - 1; // move all walls in sectors for (wp = &wall[startwall], k = startwall; k <= endwall; wp++, k++) { if (TEST(wp->extra, WALLFX_LOOP_DONT_SPIN | WALLFX_DONT_MOVE)) continue; if (wp->extra && TEST(wp->extra, WALLFX_LOOP_OUTER)) { dragpoint(k, wp->x += BOUND_4PIX(nx), wp->y += BOUND_4PIX(ny), 0); } else { wp->x += BOUND_4PIX(nx); wp->y += BOUND_4PIX(ny); } rot_ang = delta_ang; if (TEST(wp->extra, WALLFX_LOOP_REVERSE_SPIN)) rot_ang = -delta_ang; if (TEST(wp->extra, WALLFX_LOOP_SPIN_2X)) rot_ang = NORM_ANGLE(rot_ang * 2); if (TEST(wp->extra, WALLFX_LOOP_SPIN_4X)) rot_ang = NORM_ANGLE(rot_ang * 4); rotatepoint(*(vec2_t *)&sop->xmid, *(vec2_t *)&wp->x, rot_ang, &rxy); if (wp->extra && TEST(wp->extra, WALLFX_LOOP_OUTER)) { dragpoint(k, rxy.x, rxy.y, 0); } else { wp->x = rxy.x; wp->y = rxy.y; } } PlayerPart: TRAVERSE_CONNECT(pnum) { pp = Player + pnum; // if controlling a sector object if (pp->sop) continue; if (!pp->lo_sectp) continue; if (TEST(sector[pp->lo_sectp - sector].extra, SECTFX_NO_RIDE)) { #if 0 short nr, nextnr; SWBOOL skip = TRUE; TRAVERSE_SPRITE_STAT(headspritestat[STAT_NO_RIDE], nr, nextnr) { if (sprite[nr].lotag == sop - SectorObject) skip = TRUE; else skip = FALSE; } if (skip) #endif continue; } // move the player if (pp->lo_sectp - sector == sop->sector[j]) { if (PlayerMove) MovePlayer(pp, sop, nx, ny); } } } for (i = 0; sop->sp_num[i] != -1; i++) { sp = &sprite[sop->sp_num[i]]; u = User[sop->sp_num[i]]; // if its a player sprite || NOT attached if (!u || u->PlayerP || !TEST(u->Flags, SPR_SO_ATTACHED)) continue; // move the player TRAVERSE_CONNECT(pnum) { pp = Player + pnum; if (pp->lo_sp && pp->lo_sp == sp) { if (PlayerMove) MovePlayer(pp, sop, nx, ny); } } sp->x = sop->xmid - u->sx; sp->y = sop->ymid - u->sy; // sprites z update if (TEST(sop->flags, SOBJ_SPRITE_OBJ)) { // Sprite Objects follow zmid sp->z = sop->zmid - u->sz; } else { // Sector Objects can either have sprites ON or OFF of the sector if (TEST(u->Flags, SPR_ON_SO_SECTOR)) { // move with sector its on sp->z = sector[sp->sectnum].floorz - u->sz; } else { // move with the mid sector sp->z = sector[sop->mid_sector].floorz - u->sz; } } sp->ang = u->sang; if (TEST(u->Flags, SPR_ON_SO_SECTOR)) { if (TEST(sop->flags, SOBJ_DONT_ROTATE)) continue; // IS part of a sector - sprite can do things based on the // current sector it is in if (TEST(wall[sector[sp->sectnum].wallptr].extra, WALLFX_LOOP_DONT_SPIN)) continue; if (TEST(wall[sector[sp->sectnum].wallptr].extra, WALLFX_LOOP_REVERSE_SPIN)) { rotatepoint(*(vec2_t *)&sop->xmid, *(vec2_t *)&sp->x, -delta_ang, (vec2_t *)&sp->x); sp->ang = NORM_ANGLE(sp->ang - delta_ang); } else { rotatepoint(*(vec2_t *)&sop->xmid, *(vec2_t *)&sp->x, delta_ang, (vec2_t *)&sp->x); sp->ang = NORM_ANGLE(sp->ang + delta_ang); } } else { if (!TEST(sop->flags, SOBJ_DONT_ROTATE)) { // NOT part of a sector - independant of any sector rotatepoint(*(vec2_t *)&sop->xmid, *(vec2_t *)&sp->x, delta_ang, (vec2_t *)&sp->x); sp->ang = NORM_ANGLE(sp->ang + delta_ang); } // Does not necessarily move with the sector so must accout for // moving across sectors if (sop->xmid < (int)MAXSO) // special case for operating SO's setspritez(sop->sp_num[i], (vec3_t *)sp); } if (TEST(sp->extra, SPRX_BLADE)) { DoBladeDamage(sop->sp_num[i]); } } TRAVERSE_CONNECT(pnum) { pp = Player + pnum; // if player was on a sector object if (pp->sop_riding) { // update here AFTER sectors/player has been manipulated // prevents you from falling into map HOLEs created by moving // Sectors and sprites around. //if (sop->xmid < (int)MAXSO) COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum); // in case you are in a whirlpool // move perfectly with the ride in the z direction if TEST(pp->Flags, PF_CRAWLING) { // move up some for really fast moving plats //pp->posz -= PLAYER_HEIGHT + Z(12); DoPlayerZrange(pp); pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT; pp->SpriteP->z = pp->loz; } else { // move up some for really fast moving plats //pp->posz -= Z(24); DoPlayerZrange(pp); if (!TEST(pp->Flags, PF_JUMPING | PF_FALLING | PF_FLYING)) { pp->posz = pp->loz - PLAYER_HEIGHT; pp->SpriteP->z = pp->loz; } } } else { // if player was not on any sector object set Riding flag to false RESET(pp->Flags, PF_PLAYER_RIDING); } } } void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, SWBOOL dynamic) { short wallcount = 0, j, k, startwall, endwall, delta_ang_from_orig; SECTORp *sectp; WALLp wp; short ang; short new_ang; int dx,dy,x,y; // do scaling if (dynamic && sop->PreMoveAnimator) (*sop->PreMoveAnimator)(sop); for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { if (!TEST(sop->flags, SOBJ_SPRITE_OBJ)) { startwall = (*sectp)->wallptr; endwall = startwall + (*sectp)->wallnum - 1; // move all walls in sectors back to the original position for (wp = &wall[startwall], k = startwall; k <= endwall; wp++, k++) { if (!(wp->extra && TEST(wp->extra, WALLFX_DONT_MOVE))) { dx = x = sop->xmid - sop->xorig[wallcount]; dy = y = sop->ymid - sop->yorig[wallcount]; if (dynamic && sop->scale_type) { if (!TEST(wp->extra, WALLFX_DONT_SCALE)) { ang = NORM_ANGLE(getangle(x - sop->xmid, y - sop->ymid)); if (sop->scale_type == SO_SCALE_RANDOM_POINT) { // was causing memory overwrites //ScaleRandomPoint(sop, k, ang, x, y, &dx, &dy); ScaleRandomPoint(sop, wallcount, ang, x, y, &dx, &dy); } else { int xmul = (sop->scale_dist * sop->scale_x_mult)>>8; int ymul = (sop->scale_dist * sop->scale_y_mult)>>8; dx = x + ((xmul * sintable[NORM_ANGLE(ang+512)]) >> 14); dy = y + ((ymul * sintable[ang]) >> 14); } } } if (wp->extra && TEST(wp->extra, WALLFX_LOOP_OUTER)) { dragpoint(k, dx, dy, 0); } else { wp->x = dx; wp->y = dy; } } wallcount++; } } } if (sop->spin_speed) { // same as below - ignore the objects angle // last_ang is the last true angle before SO started spinning delta_ang_from_orig = NORM_ANGLE(sop->last_ang + sop->spin_ang - sop->ang_orig); } else { // angle traveling + the new spin angle all offset from the original // angle delta_ang_from_orig = NORM_ANGLE(sop->ang + sop->spin_ang - sop->ang_orig); } // Note that this delta angle is from the original angle // nx,ny are 0 so the points are not moved, just rotated MovePoints(sop, delta_ang_from_orig, nx, ny); // do morphing - angle independent if (dynamic && sop->PostMoveAnimator) (*sop->PostMoveAnimator)(sop); } void KillSectorObjectSprites(SECTOR_OBJECTp sop) { SPRITEp sp; USERp u; int i; for (i = 0; sop->sp_num[i] != -1; i++) { sp = &sprite[sop->sp_num[i]]; u = User[sop->sp_num[i]]; // not a part of the so anymore RESET(u->Flags, SPR_SO_ATTACHED); if (sp->picnum == ST1 && sp->hitag == SPAWN_SPOT) continue; KillSprite(sop->sp_num[i]); } // clear the list sop->sp_num[0] = -1; } void UpdateSectorObjectSprites(SECTOR_OBJECTp sop) { SPRITEp sp; USERp u; int i; for (i = 0; sop->sp_num[i] != -1; i++) { sp = &sprite[sop->sp_num[i]]; u = User[sop->sp_num[i]]; setspritez(sop->sp_num[i], (vec3_t *)sp); } } SECTOR_OBJECTp DetectSectorObject(SECTORp sectph) { short j; SECTORp *sectp; SECTOR_OBJECTp sop; // collapse the SO to a single point // move all points to nx,ny for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++) { if (sop->xmid == MAXLONG || sop->xmid == MAXSO) continue; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { if (sectph == *sectp) return sop; } } return NULL; } SECTOR_OBJECTp DetectSectorObjectByWall(WALLp wph) { short j, k, startwall, endwall; SECTORp *sectp; WALLp wp; SECTOR_OBJECTp sop; // if (wph->nextsector >= 0) // return(DetectSectorObject(§or[wph->nextsector])); // collapse the SO to a single point // move all points to nx,ny for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++) { if (sop->xmid == MAXLONG || sop->xmid == MAXSO) continue; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { startwall = (*sectp)->wallptr; endwall = startwall + (*sectp)->wallnum - 1; for (wp = &wall[startwall], k = startwall; k <= endwall; wp++, k++) { // if outer wall check the NEXTWALL also if (TEST(wp->extra, WALLFX_LOOP_OUTER)) { if (wph == &wall[wp->nextwall]) return sop; } if (wph == wp) return sop; } } } return NULL; } void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny) { short j, k, startwall, endwall; SECTORp *sectp; WALLp wp; // collapse the SO to a single point // move all points to nx,ny for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { if (!TEST(sop->flags, SOBJ_SPRITE_OBJ)) { startwall = (*sectp)->wallptr; endwall = startwall + (*sectp)->wallnum - 1; // move all walls in sectors back to the original position for (wp = &wall[startwall], k = startwall; k <= endwall; wp++, k++) { if (TEST(wp->extra, WALLFX_DONT_MOVE)) continue; if (wp->extra && TEST(wp->extra, WALLFX_LOOP_OUTER)) { dragpoint(k, nx, ny, 0); } else { wp->x = nx; wp->y = ny; } } } } } void MoveZ(SECTOR_OBJECTp sop) { short i; SECTORp *sectp; if (sop->bob_amt) { SPRITEp sp; USERp u; sop->bob_sine_ndx = (totalsynctics << sop->bob_speed) & 2047; sop->bob_diff = ((sop->bob_amt * (int) sintable[sop->bob_sine_ndx]) >> 14); // for all sectors for (i = 0, sectp = &sop->sectp[0]; *sectp; sectp++, i++) { if (SectUser[sop->sector[i]] && TEST(SectUser[sop->sector[i]]->flags, SECTFU_SO_DONT_BOB)) continue; (*sectp)->floorz = sop->zorig_floor[i] + sop->bob_diff; } } if (TEST(sop->flags, SOBJ_MOVE_VERTICAL)) { i = AnimGetGoal(&sop->zmid); if (i < 0) RESET(sop->flags, SOBJ_MOVE_VERTICAL); } if (TEST(sop->flags, SOBJ_ZDIFF_MODE)) { return; } // move all floors if (TEST(sop->flags, SOBJ_ZDOWN)) { for (i = 0, sectp = &sop->sectp[0]; *sectp; sectp++, i++) { AnimSet(&(*sectp)->floorz, sop->zorig_floor[i] + sop->z_tgt, sop->z_rate); } RESET(sop->flags, SOBJ_ZDOWN); } else if (TEST(sop->flags, SOBJ_ZUP)) { for (i = 0, sectp = &sop->sectp[0]; *sectp; sectp++, i++) { AnimSet(&(*sectp)->floorz, sop->zorig_floor[i] + sop->z_tgt, sop->z_rate); } RESET(sop->flags, SOBJ_ZUP); } } void CallbackSOsink(ANIMp ap, void *data) { SECTOR_OBJECTp sop; SECTORp *sectp; SPRITEp sp; USERp u; SECT_USERp su; short startwall, endwall, j; short dest_sector = -1; short src_sector = -1; short i, nexti, ndx; char found = FALSE; int tgt_depth; sop = data; for (i = 0; sop->sector[i] != -1; i++) { if (SectUser[sop->sector[i]] && TEST(SectUser[sop->sector[i]]->flags, SECTFU_SO_SINK_DEST)) { src_sector = sop->sector[i]; break; } } ASSERT(src_sector != -1); for (i = 0; sop->sector[i] != -1; i++) { if (ap->ptr == §or[sop->sector[i]].floorz) { dest_sector = sop->sector[i]; break; } } ASSERT(dest_sector != -1); sector[dest_sector].floorpicnum = sector[src_sector].floorpicnum; sector[dest_sector].floorshade = sector[src_sector].floorshade; // sector[dest_sector].floorz = sector[src_sector].floorz; RESET(sector[dest_sector].floorstat, FLOOR_STAT_RELATIVE); su = GetSectUser(dest_sector); ASSERT(su != NULL); ASSERT(GetSectUser(src_sector)); tgt_depth = (GetSectUser(src_sector))->depth; #if 0 for (w = &Water[0]; w < &Water[MAX_WATER]; w++) { if (w->sector == dest_sector) { ndx = AnimSet(&w->depth, Z(tgt_depth), ap->vel>>8); AnimSetVelAdj(ndx, ap->vel_adj); // This is interesting // Added a depth_fract to the struct so I could do a // 16.16 Fixed point representation to change the depth // in a more precise way ndx = AnimSet((int *)&su->depth_fract, tgt_depth<<16, (ap->vel<<8)>>8); AnimSetVelAdj(ndx, ap->vel_adj); found = TRUE; break; } } #else { short sectnum; for (sectnum = 0; sectnum < numsectors; sectnum++) { if (sectnum == dest_sector) { // This is interesting // Added a depth_fract to the struct so I could do a // 16.16 Fixed point representation to change the depth // in a more precise way ndx = AnimSet((int *)&su->depth_fract, tgt_depth<<16, (ap->vel<<8)>>8); AnimSetVelAdj(ndx, ap->vel_adj); found = TRUE; break; } } } #endif ASSERT(found); TRAVERSE_SPRITE_SECT(headspritesect[dest_sector], i, nexti) { sp = &sprite[i]; u = User[i]; if (!u || u->PlayerP || !TEST(u->Flags, SPR_SO_ATTACHED)) continue; // move sprite WAY down in water ndx = AnimSet(&u->sz, -u->sz - SPRITEp_SIZE_Z(sp) - Z(100), ap->vel>>8); AnimSetVelAdj(ndx, ap->vel_adj); } // Take out any blocking walls startwall = sector[dest_sector].wallptr; endwall = startwall + sector[dest_sector].wallnum - 1; for (j = startwall; j <= endwall; j++) { RESET(wall[j].cstat, CSTAT_WALL_BLOCK); } return; } void MoveSectorObjects(SECTOR_OBJECTp sop, short locktics) { int j, k, c, nx, ny, nz, rx, ry, dx, dy, dz; short speed; int dist; short startwall, endwall; short delta_ang; short pnum; PLAYERp pp; short sp, next_sp; if (sop->track >= SO_OPERATE_TRACK_START) { if (TEST(sop->flags, SOBJ_UPDATE_ONCE)) { RESET(sop->flags, SOBJ_UPDATE_ONCE); RefreshPoints(sop, 0, 0, FALSE); } return; } nx = 0; ny = 0; // if pausing the return if (sop->wait_tics) { sop->wait_tics -= locktics; if (sop->wait_tics <= 0) sop->wait_tics = 0; return; } delta_ang = 0; if (sop->track > -1) DoTrack(sop, locktics, &nx, &ny); // get delta to target angle delta_ang = GetDeltaAngle(sop->ang_tgt, sop->ang); sop->ang = NORM_ANGLE(sop->ang + (delta_ang >> sop->turn_speed)); delta_ang = delta_ang >> sop->turn_speed; // move z values MoveZ(sop); // calculate the spin speed speed = sop->spin_speed * locktics; // spin_ang is incremented by the spin_speed sop->spin_ang = NORM_ANGLE(sop->spin_ang + speed); if (sop->spin_speed) { // ignore delta angle if spinning GlobSpeedSO = speed; } else { // The actual delta from the last frame GlobSpeedSO = speed; GlobSpeedSO += delta_ang; } if (TEST(sop->flags, SOBJ_DYNAMIC)) { // trick tricks RefreshPoints(sop, nx, ny, TRUE); } else { // Update the points so there will be no warping if (TEST(sop->flags, SOBJ_UPDATE|SOBJ_UPDATE_ONCE) || sop->vel || (sop->ang != sop->ang_tgt) || GlobSpeedSO) { RESET(sop->flags, SOBJ_UPDATE_ONCE); RefreshPoints(sop, nx, ny, FALSE); } } } void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny) { TRACK_POINTp tpoint; int dx, dy, dz; int dist; tpoint = Track[sop->track].TrackPoint + sop->point; // calculate an angle to the target if (sop->vel) sop->ang_moving = sop->ang_tgt = getangle(tpoint->x - sop->xmid, tpoint->y - sop->ymid); // NOTE: Jittery ride - try new value out here // NOTE: Put a loop around this (locktics) to make it more acuruate #define TRACK_POINT_SIZE 200 //dist = Distance(sop->xmid, sop->ymid, tpoint->x, tpoint->y); //if (dist < TRACK_POINT_SIZE) if (sop->target_dist < 100) { switch (tpoint->tag_low) { case TRACK_MATCH_EVERYTHING: DoMatchEverything(NULL, tpoint->tag_high, -1); break; case TRACK_MATCH_EVERYTHING_ONCE: DoMatchEverything(NULL, tpoint->tag_high, -1); tpoint->tag_low = 0; tpoint->tag_high = 0; break; case TRACK_SPIN: if (sop->spin_speed) break; sop->spin_speed = tpoint->tag_high; sop->last_ang = sop->ang; break; case TRACK_SPIN_REVERSE: { if (!sop->spin_speed) break; if (sop->spin_speed >= 0) { sop->spin_speed = -sop->spin_speed; } } break; case TRACK_SPIN_STOP: if (!sop->spin_speed) break; sop->spin_speed = 0; break; case TRACK_BOB_START: SET(sop->flags, SOBJ_ZMID_FLOOR); sop->bob_amt = Z(tpoint->tag_high); sop->bob_sine_ndx = 0; sop->bob_speed = 4; break; case TRACK_BOB_STOP: sop->bob_speed = 0; sop->bob_sine_ndx = 0; sop->bob_amt = 0; break; case TRACK_BOB_SPEED: sop->bob_speed = tpoint->tag_high; break; case TRACK_REVERSE: sop->dir *= -1; break; case TRACK_STOP: sop->vel = 0; sop->wait_tics = tpoint->tag_high * 128; break; case TRACK_SET_SPEED: sop->vel = tpoint->tag_high * 256; sop->vel_tgt = sop->vel; break; // // Controls the velocity // case TRACK_VEL_RATE: sop->vel_rate = tpoint->tag_high; break; case TRACK_SPEED_UP: RESET(sop->flags, SOBJ_SLOW_DOWN | SOBJ_SPEED_UP); if (sop->dir < 0) { // set target to new slower target sop->vel_tgt = sop->vel_tgt - (tpoint->tag_high * 256); SET(sop->flags, SOBJ_SLOW_DOWN); } else { sop->vel_tgt = sop->vel_tgt + (tpoint->tag_high * 256); SET(sop->flags, SOBJ_SPEED_UP); } break; case TRACK_SLOW_DOWN: RESET(sop->flags, SOBJ_SLOW_DOWN | SOBJ_SPEED_UP); if (sop->dir > 0) { sop->vel_tgt = sop->vel_tgt - (tpoint->tag_high * 256); SET(sop->flags, SOBJ_SLOW_DOWN); } else { sop->vel_tgt = sop->vel_tgt + (tpoint->tag_high * 256); SET(sop->flags, SOBJ_SPEED_UP); } break; // // Controls z // case TRACK_SO_SINK: { SECTORp *sectp; short dest_sector = -1; short i,ndx; for (i = 0; sop->sector[i] != -1; i++) { if (SectUser[sop->sector[i]] && TEST(SectUser[sop->sector[i]]->flags, SECTFU_SO_SINK_DEST)) { dest_sector = sop->sector[i]; break; } } ASSERT(dest_sector != -1); sop->bob_speed = 0; sop->bob_sine_ndx = 0; sop->bob_amt = 0; //DSPRINTF(ds,"dest sector %d",dest_sector); MONO_PRINT(ds); for (i = 0, sectp = &sop->sectp[0]; *sectp; sectp++, i++) { if (SectUser[sop->sector[i]] && TEST(SectUser[sop->sector[i]]->flags, SECTFU_SO_DONT_SINK)) continue; ndx = AnimSet(&(*sectp)->floorz, sector[dest_sector].floorz, tpoint->tag_high); AnimSetCallback(ndx, CallbackSOsink, sop); AnimSetVelAdj(ndx, 6); } break; } case TRACK_SO_FORM_WHIRLPOOL: { // for lowering the whirlpool in level 1 SECTORp *sectp; short i,ndx; SECT_USERp sectu; for (i = 0, sectp = &sop->sectp[0]; *sectp; sectp++, i++) { sectu = SectUser[*sectp - sector]; if (sectu && sectu->stag == SECT_SO_FORM_WHIRLPOOL) { AnimSet(&(*sectp)->floorz, (*sectp)->floorz + Z(sectu->height), 128); (*sectp)->floorshade += sectu->height/6; RESET((*sectp)->extra, SECTFX_NO_RIDE); } } break; } case TRACK_MOVE_VERTICAL: { int zr; SET(sop->flags, SOBJ_MOVE_VERTICAL); if (tpoint->tag_high > 0) zr = tpoint->tag_high; else zr = 256; // look at the next point NextTrackPoint(sop); tpoint = Track[sop->track].TrackPoint + sop->point; // set anim AnimSet(&sop->zmid, tpoint->z, zr); // move back to current point by reversing direction sop->dir *= -1; NextTrackPoint(sop); tpoint = Track[sop->track].TrackPoint + sop->point; sop->dir *= -1; break; } case TRACK_WAIT_FOR_EVENT: { if (tpoint->tag_high == -1) break; SET(sop->flags, SOBJ_WAIT_FOR_EVENT); sop->save_vel = sop->vel; sop->save_spin_speed = sop->spin_speed; sop->vel = sop->spin_speed = 0; // only set event if non-zero if (tpoint->tag_high) sop->match_event = tpoint->tag_high; tpoint->tag_high = -1; break; } case TRACK_ZDIFF_MODE: SET(sop->flags, SOBJ_ZDIFF_MODE); sop->zdelta = Z(tpoint->tag_high); break; case TRACK_ZRATE: sop->z_rate = Z(tpoint->tag_high); break; case TRACK_ZUP: RESET(sop->flags, SOBJ_ZDOWN | SOBJ_ZUP); if (sop->dir < 0) { sop->z_tgt = sop->z_tgt + Z(tpoint->tag_high); SET(sop->flags, SOBJ_ZDOWN); } else { sop->z_tgt = sop->z_tgt - Z(tpoint->tag_high); SET(sop->flags, SOBJ_ZUP); } break; case TRACK_ZDOWN: RESET(sop->flags, SOBJ_ZDOWN | SOBJ_ZUP); if (sop->dir > 0) { sop->z_tgt = sop->z_tgt + Z(tpoint->tag_high); SET(sop->flags, SOBJ_ZDOWN); } else { sop->z_tgt = sop->z_tgt - Z(tpoint->tag_high); SET(sop->flags, SOBJ_ZUP); } break; } // get the next point NextTrackPoint(sop); tpoint = Track[sop->track].TrackPoint + sop->point; // calculate distance to target poing sop->target_dist = Distance(sop->xmid, sop->ymid, tpoint->x, tpoint->y); // calculate a new angle to the target sop->ang_moving = sop->ang_tgt = getangle(tpoint->x - sop->xmid, tpoint->y - sop->ymid); if (TEST(sop->flags, SOBJ_ZDIFF_MODE)) { int dist; short i; // set dx,dy,dz up for finding the z magnitude dx = tpoint->x; dy = tpoint->y; dz = tpoint->z - sop->zdelta; // find the distance to the target (player) dist = DIST(dx, dy, sop->xmid, sop->ymid); // (velocity * difference between the target and the object) // / distance sop->z_rate = (sop->vel * (sop->zmid - dz)) / dist; // take absolute value and convert to pixels (divide by 256) sop->z_rate = PIXZ(labs(sop->z_rate)); if (TEST(sop->flags, SOBJ_SPRITE_OBJ)) { // only modify zmid for sprite_objects AnimSet(&sop->zmid, dz, sop->z_rate); } else { // churn through sectors setting their new z values for (i = 0; sop->sector[i] != -1; i++) { AnimSet(§or[sop->sector[i]].floorz, dz - (sector[sop->mid_sector].floorz - sector[sop->sector[i]].floorz), sop->z_rate); } } } } else { // make velocity approach the target velocity if (TEST(sop->flags, SOBJ_SPEED_UP)) { if ((sop->vel += (locktics << sop->vel_rate)) >= sop->vel_tgt) { sop->vel = sop->vel_tgt; RESET(sop->flags, SOBJ_SPEED_UP); } } else if (TEST(sop->flags, SOBJ_SLOW_DOWN)) { if ((sop->vel -= (locktics << sop->vel_rate)) <= sop->vel_tgt) { sop->vel = sop->vel_tgt; RESET(sop->flags, SOBJ_SLOW_DOWN); } } } // calculate a new x and y if (sop->vel && !TEST(sop->flags,SOBJ_MOVE_VERTICAL)) { *nx = (DIV256(sop->vel)) * locktics * (int) sintable[NORM_ANGLE(sop->ang_moving + 512)] >> 14; *ny = (DIV256(sop->vel)) * locktics * (int) sintable[sop->ang_moving] >> 14; dist = Distance(sop->xmid, sop->ymid, sop->xmid + *nx, sop->ymid + *ny); sop->target_dist -= dist; } } void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy) { int i, nx, ny; short speed; short delta_ang; SECTORp *sectp; if (Prediction) return; if (sop->track < SO_OPERATE_TRACK_START) return; if (sop->bob_amt) { sop->bob_sine_ndx = (totalsynctics << sop->bob_speed) & 2047; sop->bob_diff = ((sop->bob_amt * (int) sintable[sop->bob_sine_ndx]) >> 14); // for all sectors for (i = 0, sectp = &sop->sectp[0]; *sectp; sectp++, i++) { if (SectUser[sop->sector[i]] && TEST(SectUser[sop->sector[i]]->flags, SECTFU_SO_DONT_BOB)) continue; (*sectp)->floorz = sop->zorig_floor[i] + sop->bob_diff; } } nx = 0; ny = 0; GlobSpeedSO = 0; delta_ang = 0; //sop->ang_tgt = newang; sop->ang_moving = newang; // get delta to target angle delta_ang = GetDeltaAngle(sop->ang_tgt, sop->ang); sop->spin_ang = 0; sop->ang = newang; RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, FALSE); } void PlaceSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy) { RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, FALSE); } void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator) { short SpriteNum, NextSprite; SECTORp *sectp; SPRITEp sp; USERp u; for (sectp = sop->sectp; *sectp; sectp++) { TRAVERSE_SPRITE_SECT(headspritesect[*sectp - sector], SpriteNum, NextSprite) { sp = &sprite[SpriteNum]; u = User[SpriteNum]; switch (sp->hitag) { case SPAWN_SPOT: if (sp->clipdist == 3) { if (animator) { if (sp->statnum == STAT_NO_STATE) break; change_sprite_stat(SpriteNum, STAT_NO_STATE); DoSoundSpotMatch(sp->lotag, 1, 0); DoSpawnSpotsForDamage(sp->lotag); } else { change_sprite_stat(SpriteNum, STAT_SPAWN_SPOT); DoSoundSpotStopSound(sp->lotag); } u->ActorActionFunc = animator; } break; } } } } void KillSectorObject(SECTOR_OBJECTp sop) { int nx, ny, nz; short speed; short delta_ang; SECTORp *sectp; int newx = MAXSO; int newy = MAXSO; short newang = 0; if (sop->track < SO_OPERATE_TRACK_START) return; nx = 0; ny = 0; delta_ang = 0; sop->ang_tgt = sop->ang_moving = newang; // get delta to target angle delta_ang = GetDeltaAngle(sop->ang_tgt, sop->ang); sop->spin_ang = 0; sop->ang = sop->ang_tgt; RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, FALSE); } void TornadoSpin(SECTOR_OBJECTp sop) { short delta_ang, speed; short locktics = synctics; // get delta to target angle delta_ang = GetDeltaAngle(sop->ang_tgt, sop->ang); sop->ang = NORM_ANGLE(sop->ang + (delta_ang >> sop->turn_speed)); delta_ang = delta_ang >> sop->turn_speed; // move z values MoveZ(sop); // calculate the spin speed speed = sop->spin_speed * locktics; // spin_ang is incremented by the spin_speed sop->spin_ang = NORM_ANGLE(sop->spin_ang + speed); if (sop->spin_speed) { // ignore delta angle if spinning GlobSpeedSO = speed; } else { // The actual delta from the last frame GlobSpeedSO = speed; GlobSpeedSO += delta_ang; } } void DoTornadoObject(SECTOR_OBJECTp sop) { short delta_ang; SECTORp *sectp; int xvect,yvect; short cursect; // this made them move together more or less - cool! //static short ang = 1024; int floor_dist; vec3_t pos; int ret; short *ang = &sop->ang_moving; xvect = (sop->vel * sintable[NORM_ANGLE(*ang + 512)]); yvect = (sop->vel * sintable[NORM_ANGLE(*ang)]); cursect = sop->op_main_sector; // for sop->vel floor_dist = DIV4(labs(sector[cursect].ceilingz - sector[cursect].floorz)); pos.x = sop->xmid; pos.y = sop->ymid; pos.z = floor_dist; PlaceSectorObject(sop, *ang, MAXSO, MAXSO); ret = clipmove(&pos, &cursect, xvect, yvect, (int)sop->clipdist, Z(0), floor_dist, CLIPMASK_ACTOR); if (ret) { *ang = NORM_ANGLE(*ang + 1024 + RANDOM_P2(512) - 256); } TornadoSpin(sop); RefreshPoints(sop, pos.x - sop->xmid, pos.y - sop->ymid, TRUE); } void DoAutoTurretObject(SECTOR_OBJECTp sop) { short SpriteNum = sop->sp_child - sprite; SPRITEp shootp; USERp u = User[SpriteNum]; short new_ang; short delta_ang; int diff; int dist; short i; if (sop->max_damage != -9999 && sop->max_damage <= 0) return; u->WaitTics -= synctics; // check for new player if doesn't have a target or time limit expired if (!u->tgt_sp || u->WaitTics < 0) { // 4 seconds u->WaitTics = 4*120; DoActorPickClosePlayer(SpriteNum); } if (MoveSkip2 == 0) { for (i = 0; sop->sp_num[i] != -1; i++) { if (sprite[sop->sp_num[i]].statnum == STAT_SO_SHOOT_POINT) { shootp = &sprite[sop->sp_num[i]]; if (!FAFcansee(shootp->x, shootp->y, shootp->z-Z(4), shootp->sectnum, u->tgt_sp->x, u->tgt_sp->y, SPRITEp_UPPER(u->tgt_sp), u->tgt_sp->sectnum)) { return; } } } // FirePausing if (u->Counter > 0) { u->Counter -= synctics*2; if (u->Counter <= 0) u->Counter = 0; } if (u->Counter == 0) { shootp = NULL; for (i = 0; sop->sp_num[i] != -1; i++) { if (sprite[sop->sp_num[i]].statnum == STAT_SO_SHOOT_POINT) { shootp = &sprite[sop->sp_num[i]]; if (SP_TAG5(shootp)) u->Counter = SP_TAG5(shootp); else u->Counter = 12; InitTurretMgun(sop); } } } //sop->ang_tgt = getangle(sop->xmid - u->tgt_sp->x, sop->ymid - u->tgt_sp->y); sop->ang_tgt = getangle(u->tgt_sp->x - sop->xmid, u->tgt_sp->y - sop->ymid); // get delta to target angle delta_ang = GetDeltaAngle(sop->ang_tgt, sop->ang); //sop->ang += delta_ang >> 4; sop->ang = NORM_ANGLE(sop->ang + (delta_ang >> 3)); //sop->ang += delta_ang >> 2; if (sop->limit_ang_center >= 0) { diff = GetDeltaAngle(sop->ang, sop->limit_ang_center); if (labs(diff) >= sop->limit_ang_delta) { if (diff < 0) sop->ang = sop->limit_ang_center - sop->limit_ang_delta; else sop->ang = sop->limit_ang_center + sop->limit_ang_delta; } } OperateSectorObject(sop, sop->ang, sop->xmid, sop->ymid); } } void DoActorHitTrackEndPoint(USERp u) { SPRITEp sp = u->SpriteP; RESET(Track[u->track].flags, TF_TRACK_OCCUPIED); // jump the current track & determine if you should go to another if (TEST(u->Flags, SPR_RUN_AWAY)) { short FindTrackAwayFromPlayer(USERp); //DSPRINTF(ds, "End Of Track - Looking for another!\n"); MONO_PRINT(ds); // look for another track leading away from the player u->track = FindTrackAwayFromPlayer(u); if (u->track >= 0) { sp->ang = NORM_ANGLE(getangle((Track[u->track].TrackPoint + u->point)->x - sp->x, (Track[u->track].TrackPoint + u->point)->y - sp->y)); //DSPRINTF(ds, "Track Away From Player!\n"); MONO_PRINT(ds); } else { RESET(u->Flags, SPR_RUN_AWAY); DoActorSetSpeed(sp - sprite, NORM_SPEED); u->track = -1; } } else if (TEST(u->Flags, SPR_FIND_PLAYER)) { short FindTrackToPlayer(USERp); //DSPRINTF(ds, "End Of Track - Looking for another!\n"); MONO_PRINT(ds); // look for another track leading away from the player u->track = FindTrackToPlayer(u); if (u->track >= 0) { sp->ang = NORM_ANGLE(getangle((Track[u->track].TrackPoint + u->point)->x - sp->x, (Track[u->track].TrackPoint + u->point)->y - sp->y)); } else { RESET(u->Flags, SPR_FIND_PLAYER); DoActorSetSpeed(sp - sprite, NORM_SPEED); u->track = -1; } } else { //DSPRINTF(ds, "End Of Track - DONT Look for another!\n"); MONO_PRINT(ds); u->track = -1; } } void ActorLeaveTrack(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; if (u->track == -1) return; RESET(u->Flags, SPR_FIND_PLAYER|SPR_RUN_AWAY|SPR_CLIMBING); RESET(Track[u->track].flags, TF_TRACK_OCCUPIED); u->track = -1; } /* ScanToWall (lsp->x, lsp->y, SPRITEp_TOS(sp) - DIV2(SPRITEp_SIZE_Z(sp)), lsp->sectnum, sintable[NORM_ANGLE(lsp->ang + 1024 + 512)], sintable[lsp->ang + 1024], 0, &hitinfo); */ SWBOOL ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) { SPRITEp sp; USERp u = User[SpriteNum]; sp = u->SpriteP; //DSPRINTF(ds,"tpoint->tag_low = %d, u->ID = %d\n",tpoint->tag_low,u->ID); MONO_PRINT(ds); switch (tpoint->tag_low) { case TRACK_START: // if track has a type and actor is going the right direction jump // the track if (Track[u->track].ttflags) { if (u->track_dir == -1) { DoActorHitTrackEndPoint(u); return FALSE; } } break; case TRACK_END: // if track has a type and actor is going to right direction jump the // track if (Track[u->track].ttflags) { if (u->track_dir == 1) { DoActorHitTrackEndPoint(u); return FALSE; } } break; case TRACK_ACTOR_WAIT_FOR_PLAYER: { SET(u->Flags, SPR_WAIT_FOR_PLAYER); u->Dist = tpoint->tag_high; break; } case TRACK_ACTOR_WAIT_FOR_TRIGGER: { SET(u->Flags, SPR_WAIT_FOR_TRIGGER); u->Dist = tpoint->tag_high; break; } // // Controls the velocity // case TRACK_ACTOR_VEL_RATE: u->vel_rate = tpoint->tag_high; break; case TRACK_ACTOR_SPEED_UP: RESET(u->Flags, SPR_SLOW_DOWN | SPR_SPEED_UP); if (u->track_dir < 0) { // set target to new slower target u->vel_tgt = u->vel_tgt - (tpoint->tag_high * 256); SET(u->Flags, SPR_SLOW_DOWN); } else { u->vel_tgt = u->vel_tgt + (tpoint->tag_high * 256); SET(u->Flags, SPR_SPEED_UP); } break; case TRACK_ACTOR_SLOW_DOWN: RESET(u->Flags, SPR_SLOW_DOWN | SPR_SPEED_UP); if (u->track_dir > 0) { u->vel_tgt = u->vel_tgt - (tpoint->tag_high * 256); SET(u->Flags, SPR_SLOW_DOWN); } else { u->vel_tgt = u->vel_tgt + (tpoint->tag_high * 256); SET(u->Flags, SPR_SPEED_UP); } break; // Reverse it case TRACK_ACTOR_REVERSE: u->track_dir *= -1; break; case TRACK_ACTOR_STAND: NewStateGroup(SpriteNum, u->ActorActionSet->Stand); break; case TRACK_ACTOR_JUMP: if (u->ActorActionSet->Jump) { sp->ang = tpoint->ang; if (!tpoint->tag_high) u->jump_speed = ACTOR_STD_JUMP; else u->jump_speed = -tpoint->tag_high; DoActorBeginJump(SpriteNum); u->ActorActionFunc = DoActorMoveJump; } break; case TRACK_ACTOR_QUICK_JUMP: case TRACK_ACTOR_QUICK_SUPER_JUMP: if (u->ActorActionSet->Jump) { int DoActorMoveJump(short SpriteNum); int PickJumpSpeed(short SpriteNum, int pix_height); int zdiff; hitdata_t hitinfo; sp->ang = tpoint->ang; ActorLeaveTrack(SpriteNum); if (tpoint->tag_high) { u->jump_speed = -tpoint->tag_high; } else { RESET(sp->cstat, CSTAT_SPRITE_BLOCK); FAFhitscan(sp->x, sp->y, sp->z - Z(24), sp->sectnum, // Start position sintable[NORM_ANGLE(sp->ang + 512)], // X vector of 3D ang sintable[sp->ang], // Y vector of 3D ang 0, // Z vector of 3D ang &hitinfo, CLIPMASK_MISSILE); SET(sp->cstat, CSTAT_SPRITE_BLOCK); ASSERT(hitinfo.sect >= 0); if (hitinfo.sprite >= 0) return FALSE; if (hitinfo.wall < 0) return FALSE; zdiff = labs(sp->z - sector[wall[hitinfo.wall].nextsector].floorz) >> 8; u->jump_speed = PickJumpSpeed(SpriteNum, zdiff); } DoActorBeginJump(SpriteNum); u->ActorActionFunc = DoActorMoveJump; return FALSE; } break; case TRACK_ACTOR_QUICK_JUMP_DOWN: if (u->ActorActionSet->Jump) { int DoActorMoveJump(short SpriteNum); sp->ang = tpoint->ang; ActorLeaveTrack(SpriteNum); if (tpoint->tag_high) { u->jump_speed = -tpoint->tag_high; } else { u->jump_speed = -350; } DoActorBeginJump(SpriteNum); u->ActorActionFunc = DoActorMoveJump; return FALSE; } break; case TRACK_ACTOR_QUICK_SCAN: if (u->ActorActionSet->Jump) { ActorLeaveTrack(SpriteNum); return FALSE; } break; case TRACK_ACTOR_QUICK_DUCK: if (u->Rot != u->ActorActionSet->Duck) { int DoActorDuck(short SpriteNum); sp->ang = tpoint->ang; ActorLeaveTrack(SpriteNum); if (!tpoint->tag_high) u->WaitTics = 4 * 120; else u->WaitTics = tpoint->tag_high * 128; InitActorDuck(SpriteNum); u->ActorActionFunc = DoActorDuck; return FALSE; } break; case TRACK_ACTOR_OPERATE: case TRACK_ACTOR_QUICK_OPERATE: { short nearsector, nearwall, nearsprite; int nearhitdist; int z[2]; int i; if (u->Rot == u->ActorActionSet->Sit || u->Rot == u->ActorActionSet->Stand) return FALSE; sp->ang = tpoint->ang; // //DSPRINTF(ds,"sp->x = %ld, sp->y = %ld, sp->sector = %d, tp->x = %ld, tp->y = %ld, tp->ang = %d\n",sp->x,sp->y,sp->sectnum,tpoint->x,tpoint->y,tpoint->ang); // MONO_PRINT(ds); z[0] = sp->z - SPRITEp_SIZE_Z(sp) + Z(5); z[1] = sp->z - DIV2(SPRITEp_SIZE_Z(sp)); for (i = 0; i < (int)SIZ(z); i++) { neartag(sp->x, sp->y, z[i], sp->sectnum, sp->ang, &nearsector, &nearwall, &nearsprite, &nearhitdist, 1024L, NTAG_SEARCH_LO_HI, NULL); // //DSPRINTF(ds,"nearsector = %d, nearwall = %d, nearsprite = %d hitdist == %ld\n",nearsector,nearwall,nearsprite,nearhitdist); // MONO_PRINT(ds); if (nearsprite >= 0 && nearhitdist < 1024) { if (OperateSprite(nearsprite, FALSE)) { if (!tpoint->tag_high) u->WaitTics = 2 * 120; else u->WaitTics = tpoint->tag_high * 128; NewStateGroup(SpriteNum, u->ActorActionSet->Stand); } } } if (nearsector >= 0 && nearhitdist < 1024) { if (OperateSector(nearsector, FALSE)) { if (!tpoint->tag_high) u->WaitTics = 2 * 120; else u->WaitTics = tpoint->tag_high * 128; NewStateGroup(SpriteNum, u->ActorActionSet->Sit); } } if (nearwall >= 0 && nearhitdist < 1024) { if (OperateWall(nearwall, FALSE)) { if (!tpoint->tag_high) u->WaitTics = 2 * 120; else u->WaitTics = tpoint->tag_high * 128; NewStateGroup(SpriteNum, u->ActorActionSet->Stand); } } break; } case TRACK_ACTOR_JUMP_IF_FORWARD: if (u->ActorActionSet->Jump && u->track_dir == 1) { if (!tpoint->tag_high) u->jump_speed = ACTOR_STD_JUMP; else u->jump_speed = -tpoint->tag_high; DoActorBeginJump(SpriteNum); } break; case TRACK_ACTOR_JUMP_IF_REVERSE: if (u->ActorActionSet->Jump && u->track_dir == -1) { if (!tpoint->tag_high) u->jump_speed = ACTOR_STD_JUMP; else u->jump_speed = -tpoint->tag_high; DoActorBeginJump(SpriteNum); } break; case TRACK_ACTOR_CRAWL: if (u->Rot != u->ActorActionSet->Crawl) NewStateGroup(SpriteNum, u->ActorActionSet->Crawl); else NewStateGroup(SpriteNum, u->ActorActionSet->Rise); break; case TRACK_ACTOR_SWIM: if (u->Rot != u->ActorActionSet->Swim) NewStateGroup(SpriteNum, u->ActorActionSet->Swim); else NewStateGroup(SpriteNum, u->ActorActionSet->Rise); break; case TRACK_ACTOR_FLY: NewStateGroup(SpriteNum, u->ActorActionSet->Fly); break; case TRACK_ACTOR_SIT: if (u->ActorActionSet->Sit) { if (!tpoint->tag_high) u->WaitTics = 3 * 120; else u->WaitTics = tpoint->tag_high * 128; NewStateGroup(SpriteNum, u->ActorActionSet->Sit); } break; case TRACK_ACTOR_DEATH1: if (u->ActorActionSet->Death2) { u->WaitTics = 4 * 120; NewStateGroup(SpriteNum, u->ActorActionSet->Death1); } break; case TRACK_ACTOR_DEATH2: if (u->ActorActionSet->Death2) { u->WaitTics = 4 * 120; NewStateGroup(SpriteNum, u->ActorActionSet->Death2); } break; case TRACK_ACTOR_DEATH_JUMP: if (u->ActorActionSet->DeathJump) { SET(u->Flags, SPR_DEAD); sp->xvel <<= 1; u->jump_speed = -495; DoActorBeginJump(SpriteNum); NewStateGroup(SpriteNum, u->ActorActionSet->DeathJump); } break; case TRACK_ACTOR_CLOSE_ATTACK1: if (u->ActorActionSet->CloseAttack[0]) { if (!tpoint->tag_high) u->WaitTics = 2 * 120; else u->WaitTics = tpoint->tag_high * 128; NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[0]); } break; case TRACK_ACTOR_CLOSE_ATTACK2: if (u->ActorActionSet->CloseAttack[1]) { if (!tpoint->tag_high) u->WaitTics = 4 * 120; else u->WaitTics = tpoint->tag_high * 128; NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[1]); } break; case TRACK_ACTOR_ATTACK1: case TRACK_ACTOR_ATTACK2: case TRACK_ACTOR_ATTACK3: case TRACK_ACTOR_ATTACK4: case TRACK_ACTOR_ATTACK5: case TRACK_ACTOR_ATTACK6: { STATEp **ap = &u->ActorActionSet->Attack[0] + (tpoint->tag_low - TRACK_ACTOR_ATTACK1); if (*ap) { if (!tpoint->tag_high) u->WaitTics = 4 * 120; else u->WaitTics = tpoint->tag_high * 128; NewStateGroup(SpriteNum, *ap); } break; } case TRACK_ACTOR_ZDIFF_MODE: if (TEST(u->Flags, SPR_ZDIFF_MODE)) { RESET(u->Flags, SPR_ZDIFF_MODE); sp->z = sector[sp->sectnum].floorz; sp->zvel = 0; } else { SET(u->Flags, SPR_ZDIFF_MODE); } break; case TRACK_ACTOR_CLIMB_LADDER: if (u->ActorActionSet->Jump) { short hit_sect, hit_wall, hit_sprite; int bos_z,nx,ny; int dist; SPRITEp lsp; SPRITEp FindNearSprite(SPRITEp, short); // // Get angle and x,y pos from CLIMB_MARKER // lsp = FindNearSprite(sp, STAT_CLIMB_MARKER); if (!lsp) { ActorLeaveTrack(SpriteNum); return FALSE; } // determine where the player is supposed to be in relation to the ladder // move out in front of the ladder nx = MOVEx(100, lsp->ang); ny = MOVEy(100, lsp->ang); sp->x = lsp->x + nx; sp->y = lsp->y + ny; sp->ang = NORM_ANGLE(lsp->ang + 1024); // // Get the z height to climb // neartag(sp->x, sp->y, SPRITEp_TOS(sp) - DIV2(SPRITEp_SIZE_Z(sp)), sp->sectnum, sp->ang, &hit_sect, &hit_wall, &hit_sprite, &dist, 600L, NTAG_SEARCH_LO_HI, NULL); if (hit_wall < 0) { ActorLeaveTrack(SpriteNum); return FALSE; } #if DEBUG if (wall[hit_wall].nextsector < 0) { TerminateGame(); printf("Take out white wall ladder x = %d, y = %d",wall[hit_wall].x, wall[hit_wall].y); exit(0); } #endif // destination z for climbing u->sz = sector[wall[hit_wall].nextsector].floorz; DoActorZrange(SpriteNum); // // Adjust for YCENTERING // SET(sp->cstat, CSTAT_SPRITE_YCENTER); bos_z = SPRITEp_BOS(sp); if (bos_z > u->loz) { u->sy = (bos_z - sp->z); sp->z -= u->sy; } // // Misc climb setup // SET(u->Flags, SPR_CLIMBING); NewStateGroup(SpriteNum, u->ActorActionSet->Climb); sp->zvel = -Z(1); } break; case TRACK_ACTOR_SET_JUMP: u->jump_speed = -tpoint->tag_high; break; } return TRUE; } /* !AIC - This is where actors follow tracks. Its massy, hard to read, and more complex than it needs to be. It was taken from sector object track movement code. The routine above ActorTrackDecide() is where a track tag is recognized and acted upon. There are quite a few of these that are not useful to us at present time. */ int ActorFollowTrack(short SpriteNum, short locktics) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; PLAYERp pp; int move_actor(short SpriteNum, int xchange, int ychange, int zchange); TRACK_POINTp tpoint; short pnum; int nx = 0, ny = 0, nz = 0, dx, dy, dz; int dist; // if not on a track then better not go here if (u->track == -1) return TRUE; // if lying in wait for player if (TEST(u->Flags, SPR_WAIT_FOR_PLAYER | SPR_WAIT_FOR_TRIGGER)) { if (TEST(u->Flags, SPR_WAIT_FOR_PLAYER)) { TRAVERSE_CONNECT(pnum) { pp = &Player[pnum]; if (Distance(sp->x, sp->y, pp->posx, pp->posy) < u->Dist) { u->tgt_sp = pp->SpriteP; RESET(u->Flags, SPR_WAIT_FOR_PLAYER); return TRUE; } } } u->Tics = 0; return TRUE; } // if pausing the return if (u->WaitTics) { u->WaitTics -= locktics; if (u->WaitTics <= 0) { RESET(u->Flags, SPR_DONT_UPDATE_ANG); NewStateGroup(SpriteNum, u->ActorActionSet->Run); u->WaitTics = 0; } return TRUE; } tpoint = Track[u->track].TrackPoint + u->point; if (!(TEST(u->Flags, SPR_CLIMBING | SPR_DONT_UPDATE_ANG))) { sp->ang = getangle(tpoint->x - sp->x, tpoint->y - sp->y); } if ((dist = Distance(sp->x, sp->y, tpoint->x, tpoint->y)) < 200) // 64 { if (!ActorTrackDecide(tpoint, SpriteNum)) return TRUE; // get the next point NextActorTrackPoint(SpriteNum); tpoint = Track[u->track].TrackPoint + u->point; if (!(TEST(u->Flags, SPR_CLIMBING | SPR_DONT_UPDATE_ANG))) { // calculate a new angle to the target sp->ang = getangle(tpoint->x - sp->x, tpoint->y - sp->y); } if (TEST(u->Flags, SPR_ZDIFF_MODE)) { int dist; // set dx,dy,dz up for finding the z magnitude dx = tpoint->x; dy = tpoint->y; dz = tpoint->z; // find the distance to the target (player) dist = DIST(dx, dy, sp->x, sp->y); // (velocity * difference between the target and the object) / // distance sp->zvel = -((sp->xvel * (sp->z - dz)) / dist); } } else { // make velocity approach the target velocity if (TEST(u->Flags, SPR_SPEED_UP)) { if ((u->track_vel += (locktics << u->vel_rate)) >= u->vel_tgt) { u->track_vel = u->vel_tgt; RESET(u->Flags, SPR_SPEED_UP); } // update the real velocity sp->xvel = DIV256(u->track_vel); } else if (TEST(u->Flags, SPR_SLOW_DOWN)) { if ((u->track_vel -= (locktics << u->vel_rate)) <= u->vel_tgt) { u->track_vel = u->vel_tgt; RESET(u->Flags, SOBJ_SLOW_DOWN); } sp->xvel = DIV256(u->track_vel); } nx = 0; ny = 0; if (TEST(u->Flags, SPR_CLIMBING)) { if (SPRITEp_TOS(sp) + DIV4(SPRITEp_SIZE_Z(sp)) < u->sz) { ANIMATOR DoActorMoveJump; ANIMATOR NinjaJumpActionFunc; RESET(u->Flags, SPR_CLIMBING); sp->zvel = 0; sp->ang = getangle(tpoint->x - sp->x, tpoint->y - sp->y); ActorLeaveTrack(SpriteNum); RESET(sp->cstat, CSTAT_SPRITE_YCENTER); sp->z += u->sy; DoActorSetSpeed(SpriteNum, SLOW_SPEED); u->ActorActionFunc = NinjaJumpActionFunc; u->jump_speed = -650; DoActorBeginJump(SpriteNum); return TRUE; } } else { // calculate a new x and y nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14; ny = sp->xvel * (int) sintable[sp->ang] >> 14; } nz = 0; if (sp->zvel) nz = sp->zvel * locktics; } u->ret = move_sprite(SpriteNum, nx, ny, nz, u->ceiling_dist, u->floor_dist, 0, locktics); if (u->ret) { if (!TEST(u->Flags, SPR_JUMPING|SPR_FALLING)) ActorLeaveTrack(SpriteNum); } return TRUE; } #include "saveable.h" static saveable_code saveable_track_code[] = { SAVE_CODE(DoTrack), SAVE_CODE(DoTornadoObject), SAVE_CODE(DoAutoTurretObject), SAVE_CODE(DoActorHitTrackEndPoint), SAVE_CODE(CallbackSOsink), }; saveable_module saveable_track = { // code saveable_track_code, SIZ(saveable_track_code), // data NULL,0 };