mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 04:00:42 +00:00
16818d2d71
The MP obituaries are not handled yet, they were only copied but there's no code using them.
481 lines
11 KiB
C++
481 lines
11 KiB
C++
//-------------------------------------------------------------------------
|
|
/*
|
|
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 "ns.h"
|
|
#include "build.h"
|
|
|
|
#include "names2.h"
|
|
#include "panel.h"
|
|
#include "game.h"
|
|
#include "network.h"
|
|
#include "tags.h"
|
|
#include "sector.h"
|
|
#include "text.h"
|
|
#include "interp.h"
|
|
#include "sprite.h"
|
|
#include "quotemgr.h"
|
|
|
|
BEGIN_SW_NS
|
|
|
|
short DoRotatorMatch(PLAYERp pp, short match, SWBOOL);
|
|
SWBOOL TestRotatorMatchActive(short match);
|
|
void InterpSectorSprites(short sectnum, SWBOOL state);
|
|
void DoMatchEverything(PLAYERp pp, short match, short state);
|
|
void DoRotatorSetInterp(short SpriteNum);
|
|
void DoRotatorStopInterp(short SpriteNum);
|
|
|
|
void ReverseRotator(short SpriteNum)
|
|
{
|
|
USERp u = User[SpriteNum];
|
|
SPRITEp sp = u->SpriteP;
|
|
ROTATORp r;
|
|
|
|
r = u->rotator;
|
|
|
|
// if paused go ahead and start it up again
|
|
if (u->Tics)
|
|
{
|
|
u->Tics = 0;
|
|
SetRotatorActive(SpriteNum);
|
|
return;
|
|
}
|
|
|
|
// moving toward to OFF pos
|
|
if (r->tgt == 0)
|
|
{
|
|
r->tgt = r->open_dest;
|
|
}
|
|
else if (r->tgt == r->open_dest)
|
|
{
|
|
r->tgt = 0;
|
|
}
|
|
|
|
r->vel = -r->vel;
|
|
}
|
|
|
|
SWBOOL
|
|
RotatorSwitch(short match, short setting)
|
|
{
|
|
SPRITEp sp;
|
|
short i,nexti;
|
|
SWBOOL found = FALSE;
|
|
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
|
|
{
|
|
sp = &sprite[i];
|
|
|
|
if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
|
|
{
|
|
found = TRUE;
|
|
AnimateSwitch(sp, setting);
|
|
}
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
void SetRotatorActive(short SpriteNum)
|
|
{
|
|
USERp u = User[SpriteNum];
|
|
SPRITEp sp = u->SpriteP;
|
|
SECTORp sectp = §or[sp->sectnum];
|
|
ROTATORp r;
|
|
|
|
r = u->rotator;
|
|
|
|
DoRotatorSetInterp(SpriteNum);
|
|
|
|
// play activate sound
|
|
DoSoundSpotMatch(SP_TAG2(sp), 1, SOUND_OBJECT_TYPE);
|
|
|
|
SET(u->Flags, SPR_ACTIVE);
|
|
u->Tics = 0;
|
|
|
|
// moving to the OFF position
|
|
if (r->tgt == 0)
|
|
VatorSwitch(SP_TAG2(sp), OFF);
|
|
else
|
|
VatorSwitch(SP_TAG2(sp), ON);
|
|
}
|
|
|
|
void SetRotatorInactive(short SpriteNum)
|
|
{
|
|
USERp u = User[SpriteNum];
|
|
SPRITEp sp = u->SpriteP;
|
|
SECTORp sectp = §or[sp->sectnum];
|
|
|
|
DoRotatorStopInterp(SpriteNum);
|
|
|
|
// play inactivate sound
|
|
DoSoundSpotMatch(SP_TAG2(sp), 2, SOUND_OBJECT_TYPE);
|
|
|
|
RESET(u->Flags, SPR_ACTIVE);
|
|
}
|
|
|
|
// called for operation from the space bar
|
|
short DoRotatorOperate(PLAYERp pp, short sectnum)
|
|
{
|
|
USERp fu;
|
|
SPRITEp fsp;
|
|
short match;
|
|
short i,nexti;
|
|
|
|
match = sector[sectnum].hitag;
|
|
|
|
if (match > 0)
|
|
{
|
|
if (TestRotatorMatchActive(match))
|
|
return -1;
|
|
else
|
|
return DoRotatorMatch(pp, match, TRUE);
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
// called from switches and triggers
|
|
// returns first vator found
|
|
short
|
|
DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual)
|
|
{
|
|
USERp fu;
|
|
SPRITEp fsp;
|
|
short sectnum;
|
|
short first_vator = -1;
|
|
|
|
short i,nexti;
|
|
|
|
//RotatorSwitch(match, ON);
|
|
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ROTATOR], i, nexti)
|
|
{
|
|
fsp = &sprite[i];
|
|
|
|
if (SP_TAG1(fsp) == SECT_ROTATOR && SP_TAG2(fsp) == match)
|
|
{
|
|
fu = User[i];
|
|
|
|
// single play only vator
|
|
// SWBOOL 8 must be set for message to display
|
|
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
|
|
{
|
|
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXT_SPONLY"));
|
|
continue;
|
|
}
|
|
|
|
// switch trigger only
|
|
if (SP_TAG3(fsp) == 1)
|
|
{
|
|
// tried to manually operat a switch/trigger only
|
|
if (manual)
|
|
continue;
|
|
}
|
|
|
|
if (first_vator == -1)
|
|
first_vator = i;
|
|
|
|
sectnum = fsp->sectnum;
|
|
|
|
if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->number)
|
|
{
|
|
short key_num;
|
|
|
|
key_num = SectUser[sectnum]->number;
|
|
|
|
#if 0
|
|
if (pp->HasKey[key_num - 1])
|
|
{
|
|
int i;
|
|
for (i=0; i<numsectors; i++)
|
|
{
|
|
if (SectUser[i] && SectUser[i]->stag == SECT_LOCK_DOOR && SectUser[i]->number == key_num)
|
|
SectUser[i]->number = 0; // unlock all doors of this type
|
|
}
|
|
UnlockKeyLock(key_num);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
PutStringInfo(pp, quoteMgr.GetExQuote(QUOTE_DOORMSG + key_num - 1));
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
if (TEST(fu->Flags, SPR_ACTIVE))
|
|
{
|
|
ReverseRotator(i);
|
|
continue;
|
|
}
|
|
|
|
SetRotatorActive(i);
|
|
}
|
|
}
|
|
|
|
return first_vator;
|
|
}
|
|
|
|
|
|
SWBOOL
|
|
TestRotatorMatchActive(short match)
|
|
{
|
|
USERp fu;
|
|
SPRITEp fsp;
|
|
short sectnum;
|
|
|
|
short i,nexti;
|
|
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ROTATOR], i, nexti)
|
|
{
|
|
fsp = &sprite[i];
|
|
|
|
if (SP_TAG1(fsp) == SECT_ROTATOR && SP_TAG2(fsp) == match)
|
|
{
|
|
fu = User[i];
|
|
|
|
// Does not have to be inactive to be operated
|
|
if (TEST_BOOL6(fsp))
|
|
continue;
|
|
|
|
if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
void DoRotatorSetInterp(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
short w,startwall,endwall;
|
|
|
|
startwall = sector[sp->sectnum].wallptr;
|
|
endwall = startwall + sector[sp->sectnum].wallnum - 1;
|
|
|
|
// move points
|
|
for (w = startwall; w <= endwall; w++)
|
|
{
|
|
setinterpolation(&wall[w].x);
|
|
setinterpolation(&wall[w].y);
|
|
|
|
uint16_t const nextwall = wall[w].nextwall;
|
|
if (nextwall < MAXWALLS)
|
|
{
|
|
setinterpolation(&wall[wall[nextwall].point2].x);
|
|
setinterpolation(&wall[wall[nextwall].point2].y);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DoRotatorStopInterp(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
short w,startwall,endwall;
|
|
|
|
startwall = sector[sp->sectnum].wallptr;
|
|
endwall = startwall + sector[sp->sectnum].wallnum - 1;
|
|
|
|
// move points
|
|
for (w = startwall; w <= endwall; w++)
|
|
{
|
|
stopinterpolation(&wall[w].x);
|
|
stopinterpolation(&wall[w].y);
|
|
|
|
uint16_t const nextwall = wall[w].nextwall;
|
|
if (nextwall < MAXWALLS)
|
|
{
|
|
stopinterpolation(&wall[wall[nextwall].point2].x);
|
|
stopinterpolation(&wall[wall[nextwall].point2].y);
|
|
}
|
|
}
|
|
}
|
|
|
|
int DoRotatorMove(short SpriteNum)
|
|
{
|
|
USERp u = User[SpriteNum];
|
|
SPRITEp sp = u->SpriteP;
|
|
ROTATORp r;
|
|
short ndx,w,startwall,endwall;
|
|
SPRITEp pivot = NULL;
|
|
int i, nexti;
|
|
vec2_t nxy;
|
|
int dist,closest;
|
|
SWBOOL kill = FALSE;
|
|
|
|
r = u->rotator;
|
|
|
|
// Example - ang pos moves from 0 to 512 <<OR>> from 0 to -512
|
|
|
|
// control SPEED of swinging
|
|
if (r->pos < r->tgt)
|
|
{
|
|
// Increment swing angle
|
|
r->pos += r->speed;
|
|
r->speed += r->vel;
|
|
|
|
// if the other way make it equal
|
|
if (r->pos > r->tgt)
|
|
r->pos = r->tgt;
|
|
}
|
|
|
|
if (r->pos > r->tgt)
|
|
{
|
|
// Increment swing angle
|
|
r->pos -= r->speed;
|
|
r->speed += r->vel;
|
|
|
|
// if the other way make it equal
|
|
if (r->pos < r->tgt)
|
|
r->pos = r->tgt;
|
|
}
|
|
|
|
if (r->pos == r->tgt)
|
|
{
|
|
// If ang is OPEN
|
|
if (r->pos == r->open_dest)
|
|
{
|
|
// new tgt is CLOSED (0)
|
|
r->tgt = 0;
|
|
r->vel = -r->vel;
|
|
SetRotatorInactive(SpriteNum);
|
|
|
|
if (SP_TAG6(sp))
|
|
DoMatchEverything(NULL, SP_TAG6(sp), -1);
|
|
|
|
// wait a bit and close it
|
|
if (u->WaitTics)
|
|
u->Tics = u->WaitTics;
|
|
}
|
|
else
|
|
// If ang is CLOSED then
|
|
if (r->pos == 0)
|
|
{
|
|
short match = SP_TAG2(sp);
|
|
|
|
// new tgt is OPEN (open)
|
|
r->tgt = r->open_dest;
|
|
r->speed = r->orig_speed;
|
|
r->vel = labs(r->vel);
|
|
|
|
SetRotatorInactive(SpriteNum);
|
|
|
|
// set owner swith back to OFF
|
|
// only if ALL vators are inactive
|
|
if (!TestRotatorMatchActive(match))
|
|
{
|
|
//RotatorSwitch(match, OFF);
|
|
}
|
|
|
|
if (SP_TAG6(sp) && TEST_BOOL5(sp))
|
|
DoMatchEverything(NULL, SP_TAG6(sp), -1);
|
|
}
|
|
|
|
if (TEST_BOOL2(sp))
|
|
kill = TRUE;
|
|
}
|
|
|
|
closest = 99999;
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ROTATOR_PIVOT], i, nexti)
|
|
{
|
|
if (sprite[i].lotag == sp->lotag)
|
|
{
|
|
dist = Distance(sp->x, sp->y, sprite[i].x, sprite[i].y);
|
|
if (dist < closest)
|
|
{
|
|
closest = dist;
|
|
pivot = &sprite[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!pivot)
|
|
return 0;
|
|
|
|
startwall = sector[sp->sectnum].wallptr;
|
|
endwall = startwall + sector[sp->sectnum].wallnum - 1;
|
|
|
|
// move points
|
|
for (w = startwall, ndx = 0; w <= endwall; w++)
|
|
{
|
|
vec2_t const orig = { r->origx[ndx], r->origy[ndx] };
|
|
rotatepoint(*(vec2_t *)&pivot->x, orig, r->pos, &nxy);
|
|
|
|
dragpoint(w, nxy.x, nxy.y, 0);
|
|
ndx++;
|
|
}
|
|
|
|
if (kill)
|
|
{
|
|
SetRotatorInactive(SpriteNum);
|
|
KillSprite(SpriteNum);
|
|
return 0;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int DoRotator(short SpriteNum)
|
|
{
|
|
USERp u = User[SpriteNum];
|
|
SPRITEp sp = u->SpriteP;
|
|
SECTORp sectp = §or[sp->sectnum];
|
|
int *lptr;
|
|
int amt;
|
|
|
|
// could move this inside sprite control
|
|
DoRotatorMove(SpriteNum);
|
|
|
|
return 0;
|
|
}
|
|
|
|
#include "saveable.h"
|
|
|
|
static saveable_code saveable_rotator_code[] =
|
|
{
|
|
SAVE_CODE(ReverseRotator),
|
|
SAVE_CODE(RotatorSwitch),
|
|
SAVE_CODE(SetRotatorActive),
|
|
SAVE_CODE(SetRotatorInactive),
|
|
SAVE_CODE(DoRotatorOperate),
|
|
SAVE_CODE(DoRotatorMatch),
|
|
SAVE_CODE(TestRotatorMatchActive),
|
|
SAVE_CODE(DoRotatorSetInterp),
|
|
SAVE_CODE(DoRotatorStopInterp),
|
|
SAVE_CODE(DoRotatorMove),
|
|
SAVE_CODE(DoRotator)
|
|
};
|
|
|
|
saveable_module saveable_rotator =
|
|
{
|
|
// code
|
|
saveable_rotator_code,
|
|
SIZ(saveable_rotator_code),
|
|
|
|
// data
|
|
NULL,0
|
|
};
|
|
|
|
END_SW_NS
|