raze-gles/source/sw/src/wallmove.cpp

232 lines
5.5 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 "build.h"
//#include "keys.h"
#include "names2.h"
//#include "panel.h"
#include "game.h"
#include "tags.h"
#include "common_game.h"
#include "weapon.h"
#include "sprite.h"
//#include "ai.h"
SECTOR_OBJECTp DetectSectorObjectByWall(WALLp);
void SOwallmove(SECTOR_OBJECTp sop, SPRITEp sp, WALLp find_wallp, int dist, int *nx, int *ny)
{
int j,k,wallcount;
WALLp wp;
short startwall,endwall;
SECTORp *sectp;
if (TEST(sop->flags, SOBJ_SPRITE_OBJ))
return;
wallcount = 0;
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
{
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++)
{
// find the one wall we want to adjust
if (wp == find_wallp)
{
short ang;
// move orig x and y in saved angle
ASSERT(User[sp - sprite]);
ang = User[sp - sprite]->sang;
*nx = ((dist * sintable[NORM_ANGLE(ang + 512)])>>14);
*ny = ((dist * sintable[ang])>>14);
sop->xorig[wallcount] -= *nx;
sop->yorig[wallcount] -= *ny;
SET(sop->flags, SOBJ_UPDATE_ONCE);
return;
}
wallcount++;
}
}
}
int DoWallMove(SPRITEp sp)
{
int dist,nx,ny;
short shade1,shade2,ang,picnum1,picnum2;
WALLp wallp;
short prev_wall;
SWBOOL found = FALSE;
short dang;
SWBOOL SOsprite = FALSE;
dist = SP_TAG13(sp);
ang = SP_TAG4(sp);
picnum1 = SP_TAG5(sp);
picnum2 = SP_TAG6(sp);
shade1 = SP_TAG7(sp);
shade2 = SP_TAG8(sp);
dang = ((int)SP_TAG10(sp)) << 3;
if (dang)
ang = NORM_ANGLE(ang + (RANDOM_RANGE(dang) - dang/2));
nx = (dist * sintable[NORM_ANGLE(ang + 512)])>>14;
ny = (dist * sintable[ang])>>14;
for (wallp = wall; wallp < &wall[numwalls]; wallp++)
{
if (wallp->x == sp->x && wallp->y == sp->y)
{
found = TRUE;
if (TEST(wallp->extra, WALLFX_SECTOR_OBJECT))
{
SECTOR_OBJECTp sop;
sop = DetectSectorObjectByWall(wallp);
ASSERT(sop);
SOwallmove(sop, sp, wallp, dist, &nx, &ny);
SOsprite = TRUE;
}
else
{
wallp->x = sp->x + nx;
wallp->y = sp->y + ny;
}
if (shade1)
wallp->shade = shade1;
if (picnum1)
wallp->picnum = picnum1;
// find the previous wall
prev_wall = PrevWall(wallp - wall);
if (shade2)
wall[prev_wall].shade = shade2;
if (picnum2)
wall[prev_wall].picnum = picnum2;
}
}
SP_TAG9(sp)--;
if ((signed char)SP_TAG9(sp) <= 0)
{
KillSprite(sp - sprite);
}
else
{
if (SOsprite)
{
// move the sprite offset from center
User[sp - sprite]->sx -= nx;
User[sp - sprite]->sy -= ny;
}
else
{
sp->x += nx;
sp->y += ny;
}
}
return found;
}
SWBOOL CanSeeWallMove(SPRITEp wp, short match)
{
short i,nexti;
SWBOOL found = FALSE;
SPRITEp sp;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE_CANSEE], i, nexti)
{
sp = &sprite[i];
if (SP_TAG2(sp) == match)
{
found = TRUE;
if (cansee(wp->x,wp->y,wp->z,wp->sectnum,sp->x,sp->y,sp->z,sp->sectnum))
{
return TRUE;
}
}
}
if (found)
return FALSE;
else
return TRUE;
}
int DoWallMoveMatch(short match)
{
SPRITEp sp;
short i,nexti;
SWBOOL found = FALSE;
// just all with the same matching tags
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE], i, nexti)
{
sp = &sprite[i];
if (SP_TAG2(sp) == match)
{
found = TRUE;
DoWallMove(sp);
}
}
return found;
}
#include "saveable.h"
static saveable_code saveable_wallmove_code[] =
{
SAVE_CODE(DoWallMove),
SAVE_CODE(CanSeeWallMove),
SAVE_CODE(DoWallMoveMatch),
};
saveable_module saveable_wallmove =
{
// code
saveable_wallmove_code,
SIZ(saveable_wallmove_code),
// data
NULL,0
};