mirror of
https://github.com/ZDoom/raze-gles.git
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70e0ed9ec4
- AI: there is printing error message in conosole added (instead of dassert) - Updates for Player Control modern type # Conflicts: # source/blood/src/actor.cpp # source/blood/src/actor.h # source/blood/src/globals.cpp # source/blood/src/globals.h # source/blood/src/player.h # source/blood/src/sound.cpp # source/blood/src/triggers.cpp # source/blood/src/triggers.h # source/blood/src/view.cpp # source/blood/src/weapon.cpp # source/blood/src/weapon.h
323 lines
12 KiB
C++
323 lines
12 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "compat.h"
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#include "common_game.h"
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#include "blood.h"
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#include "db.h"
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#include "gameutil.h"
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#include "levels.h"
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#include "loadsave.h"
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#include "view.h"
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#include "warp.h"
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BEGIN_BLD_NS
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ZONE gStartZone[8];
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ZONE gStartZoneTeam1[8];
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ZONE gStartZoneTeam2[8];
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bool gTeamsSpawnUsed = false;
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void warpInit(void)
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{
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for (int i = 0; i < kMaxSectors; i++)
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{
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gUpperLink[i] = -1;
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gLowerLink[i] = -1;
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}
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int team1 = 0; int team2 = 0; // increment if team start positions specified.
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for (int nSprite = 0; nSprite < kMaxSprites; nSprite++)
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{
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if (sprite[nSprite].statnum < kMaxStatus) {
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spritetype *pSprite = &sprite[nSprite];
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int nXSprite = pSprite->extra;
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if (nXSprite > 0) {
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XSPRITE *pXSprite = &xsprite[nXSprite];
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switch (pSprite->type) {
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case kMarkerSPStart:
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if (gGameOptions.nGameType < 2 && pXSprite->data1 >= 0 && pXSprite->data1 < kMaxPlayers) {
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ZONE *pZone = &gStartZone[pXSprite->data1];
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pZone->x = pSprite->x;
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pZone->y = pSprite->y;
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pZone->z = pSprite->z;
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pZone->sectnum = pSprite->sectnum;
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pZone->ang = pSprite->ang;
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}
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DeleteSprite(nSprite);
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break;
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case kMarkerMPStart:
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if (pXSprite->data1 >= 0 && pXSprite->data2 < kMaxPlayers) {
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if (gGameOptions.nGameType >= 2) {
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// default if BB or teams without data2 specified
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ZONE* pZone = &gStartZone[pXSprite->data1];
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pZone->x = pSprite->x;
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pZone->y = pSprite->y;
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pZone->z = pSprite->z;
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pZone->sectnum = pSprite->sectnum;
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pZone->ang = pSprite->ang;
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// By NoOne: fill player spawn position according team of player in TEAMS mode.
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if (gModernMap && gGameOptions.nGameType == 3) {
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if (pXSprite->data2 == 1) {
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pZone = &gStartZoneTeam1[team1];
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pZone->x = pSprite->x;
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pZone->y = pSprite->y;
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pZone->z = pSprite->z;
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pZone->sectnum = pSprite->sectnum;
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pZone->ang = pSprite->ang;
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team1++;
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} else if (pXSprite->data2 == 2) {
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pZone = &gStartZoneTeam2[team2];
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pZone->x = pSprite->x;
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pZone->y = pSprite->y;
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pZone->z = pSprite->z;
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pZone->sectnum = pSprite->sectnum;
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pZone->ang = pSprite->ang;
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team2++;
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}
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}
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}
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DeleteSprite(nSprite);
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}
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break;
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case kMarkerUpLink:
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gUpperLink[pSprite->sectnum] = nSprite;
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pSprite->cstat |= 32768;
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pSprite->cstat &= ~257;
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break;
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case kMarkerLowLink:
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gLowerLink[pSprite->sectnum] = nSprite;
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pSprite->cstat |= 32768;
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pSprite->cstat &= ~257;
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break;
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case kMarkerUpWater:
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case kMarkerUpStack:
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case kMarkerUpGoo:
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gUpperLink[pSprite->sectnum] = nSprite;
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pSprite->cstat |= 32768;
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pSprite->cstat &= ~257;
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pSprite->z = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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break;
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case kMarkerLowWater:
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case kMarkerLowStack:
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case kMarkerLowGoo:
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gLowerLink[pSprite->sectnum] = nSprite;
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pSprite->cstat |= 32768;
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pSprite->cstat &= ~257;
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pSprite->z = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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break;
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}
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}
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}
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}
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// check if there is enough start positions for teams, if any used
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if (team1 > 0 || team2 > 0) {
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gTeamsSpawnUsed = true;
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//if (team1 < kMaxPlayers / 2 || team2 < kMaxPlayers / 2)
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//_ShowMessageWindow("At least 4 spawn positions for each team is recommended.");
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}
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for (int i = 0; i < kMaxSectors; i++)
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{
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int nSprite = gUpperLink[i];
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if (nSprite >= 0)
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{
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spritetype *pSprite = &sprite[nSprite];
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int nXSprite = pSprite->extra;
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dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
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XSPRITE *pXSprite = &xsprite[nXSprite];
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int nLink = pXSprite->data1;
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for (int j = 0; j < kMaxSectors; j++)
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{
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int nSprite2 = gLowerLink[j];
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if (nSprite2 >= 0)
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{
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spritetype *pSprite2 = &sprite[nSprite2];
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int nXSprite = pSprite2->extra;
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dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
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XSPRITE *pXSprite2 = &xsprite[nXSprite];
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if (pXSprite2->data1 == nLink)
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{
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pSprite->owner = gLowerLink[j];
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pSprite2->owner = gUpperLink[i];
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}
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}
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}
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}
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}
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}
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int CheckLink(spritetype *pSprite)
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{
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int nSector = pSprite->sectnum;
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int nUpper = gUpperLink[nSector];
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int nLower = gLowerLink[nSector];
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if (nUpper >= 0)
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{
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spritetype *pUpper = &sprite[nUpper];
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int z;
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if (pUpper->type == kMarkerUpLink)
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z = pUpper->z;
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else
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z = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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if (z <= pSprite->z)
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{
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nLower = pUpper->owner;
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dassert(nLower >= 0 && nLower < kMaxSprites);
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spritetype *pLower = &sprite[nLower];
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dassert(pLower->sectnum >= 0 && pLower->sectnum < kMaxSectors);
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ChangeSpriteSect(pSprite->index, pLower->sectnum);
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pSprite->x += pLower->x-pUpper->x;
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pSprite->y += pLower->y-pUpper->y;
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int z2;
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if (pLower->type == kMarkerLowLink)
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z2 = pLower->z;
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else
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z2 = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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pSprite->z += z2-z;
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ClearBitString(gInterpolateSprite, pSprite->index);
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return pUpper->type;
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}
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}
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if (nLower >= 0)
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{
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spritetype *pLower = &sprite[nLower];
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int z;
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if (pLower->type == kMarkerLowLink)
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z = pLower->z;
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else
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z = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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if (z >= pSprite->z)
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{
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nUpper = pLower->owner;
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dassert(nUpper >= 0 && nUpper < kMaxSprites);
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spritetype *pUpper = &sprite[nUpper];
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dassert(pUpper->sectnum >= 0 && pUpper->sectnum < kMaxSectors);
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ChangeSpriteSect(pSprite->index, pUpper->sectnum);
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pSprite->x += pUpper->x-pLower->x;
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pSprite->y += pUpper->y-pLower->y;
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int z2;
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if (pUpper->type == kMarkerUpLink)
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z2 = pUpper->z;
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else
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z2 = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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pSprite->z += z2-z;
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ClearBitString(gInterpolateSprite, pSprite->index);
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return pLower->type;
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}
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}
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return 0;
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}
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int CheckLink(int *x, int *y, int *z, int *nSector)
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{
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int nUpper = gUpperLink[*nSector];
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int nLower = gLowerLink[*nSector];
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if (nUpper >= 0)
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{
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spritetype *pUpper = &sprite[nUpper];
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int z1;
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if (pUpper->type == kMarkerUpLink)
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z1 = pUpper->z;
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else
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z1 = getflorzofslope(*nSector, *x, *y);
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if (z1 <= *z)
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{
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nLower = pUpper->owner;
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dassert(nLower >= 0 && nLower < kMaxSprites);
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spritetype *pLower = &sprite[nLower];
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dassert(pLower->sectnum >= 0 && pLower->sectnum < kMaxSectors);
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*nSector = pLower->sectnum;
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*x += pLower->x-pUpper->x;
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*y += pLower->y-pUpper->y;
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int z2;
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if (pUpper->type == kMarkerLowLink)
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z2 = pLower->z;
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else
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z2 = getceilzofslope(*nSector, *x, *y);
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*z += z2-z1;
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return pUpper->type;
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}
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}
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if (nLower >= 0)
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{
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spritetype *pLower = &sprite[nLower];
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int z1;
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if (pLower->type == kMarkerLowLink)
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z1 = pLower->z;
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else
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z1 = getceilzofslope(*nSector, *x, *y);
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if (z1 >= *z)
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{
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nUpper = pLower->owner;
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dassert(nUpper >= 0 && nUpper < kMaxSprites);
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spritetype *pUpper = &sprite[nUpper];
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dassert(pUpper->sectnum >= 0 && pUpper->sectnum < kMaxSectors);
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*nSector = pUpper->sectnum;
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*x += pUpper->x-pLower->x;
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*y += pUpper->y-pLower->y;
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int z2;
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if (pLower->type == kMarkerUpLink)
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z2 = pUpper->z;
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else
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z2 = getflorzofslope(*nSector, *x, *y);
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*z += z2-z1;
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return pLower->type;
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}
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}
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return 0;
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}
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class WarpLoadSave : public LoadSave
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{
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public:
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virtual void Load();
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virtual void Save();
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};
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void WarpLoadSave::Load()
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{
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Read(gStartZone, sizeof(gStartZone));
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Read(gUpperLink, sizeof(gUpperLink));
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Read(gLowerLink, sizeof(gLowerLink));
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}
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void WarpLoadSave::Save()
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{
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Write(gStartZone, sizeof(gStartZone));
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Write(gUpperLink, sizeof(gUpperLink));
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Write(gLowerLink, sizeof(gLowerLink));
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}
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static WarpLoadSave *myLoadSave;
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void WarpLoadSaveConstruct(void)
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{
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myLoadSave = new WarpLoadSave();
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}
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END_BLD_NS
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