raze-gles/source/games/sw/src/warp.cpp
Christoph Oelckers fc11f537f7 - project cleanup
* moved all games into the 'games' folder.
* fixed project to include all sources and move them to the proper folders.
2021-01-10 20:31:32 +01:00

265 lines
6.2 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 "misc.h"
BEGIN_SW_NS
////////////////////////////////////////////////////////////////////////////////
//
// WARPING - PLANE STYLE
//
////////////////////////////////////////////////////////////////////////////////
extern bool Prediction;
bool
WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor)
{
int i;
SPRITEp sp;
*sp_floor = NULL;
*sp_ceiling = NULL;
if (Prediction)
return false;
if (sectnum < 0 || !TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR))
return false;
StatIterator it(STAT_WARP);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
if (sp->sectnum == sectnum)
{
// skip - don't teleport
if (SP_TAG10(sp) == 1)
continue;
if (sp->hitag == WARP_CEILING_PLANE)
{
*sp_ceiling = sp;
}
else if (sp->hitag == WARP_FLOOR_PLANE)
{
*sp_floor = sp;
}
}
}
return true;
}
SPRITEp
WarpPlane(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
{
SPRITEp sp_floor, sp_ceiling;
if (Prediction)
return NULL;
if (!WarpPlaneSectorInfo(*sectnum, &sp_ceiling, &sp_floor))
return NULL;
if (sp_ceiling)
{
if (*z <= sp_ceiling->z)
{
return WarpToArea(sp_ceiling, x, y, z, sectnum);
}
}
if (sp_floor)
{
if (*z >= sp_floor->z)
{
return WarpToArea(sp_floor, x, y, z, sectnum);
}
}
return NULL;
}
SPRITEp
WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
{
int xoff;
int yoff;
int zoff;
int i;
SPRITEp sp = sp_from;
short match;
short to_tag = 0;
short match_rand[16];
int z_adj = 0;
xoff = *x - sp->x;
yoff = *y - sp->y;
zoff = *z - sp->z;
match = sp->lotag;
#if 0
TAG 2 = match
TAG 3 = Type
Sprite - 0,32 always teleports you to the center at the angle the sprite is facing
Offset - 1 always teleports you by the offset.Does not touch the angle
TAG 4 = angle
TAG 5 to 8 = random match locations
#endif
memset(match_rand,0,sizeof(match_rand));
switch (sp->hitag)
{
case WARP_TELEPORTER:
to_tag = WARP_TELEPORTER;
// if tag 5 has something this is a random teleporter
if (SP_TAG5(sp))
{
short ndx = 0;
match_rand[ndx++] = SP_TAG2(sp);
match_rand[ndx++] = SP_TAG5(sp);
if (SP_TAG6(sp))
match_rand[ndx++] = SP_TAG6(sp);
if (SP_TAG7(sp))
match_rand[ndx++] = SP_TAG7(sp);
if (SP_TAG8(sp))
match_rand[ndx++] = SP_TAG8(sp);
// reset the match you are looking for
match = match_rand[RANDOM_RANGE(ndx)];
}
break;
case WARP_CEILING_PLANE:
to_tag = WARP_FLOOR_PLANE;
// make sure you warp outside of warp plane
z_adj = -Z(2);
break;
case WARP_FLOOR_PLANE:
to_tag = WARP_CEILING_PLANE;
// make sure you warp outside of warp plane
z_adj = Z(2);
break;
}
StatIterator it(STAT_WARP);
while ((i = it.NextIndex()) >= 0)
{
SPRITEp sp = &sprite[i];
if (sp->lotag == match && sp != sp_from)
{
// exp: WARP_CEILING or WARP_CEILING_PLANE
if (sp->hitag == to_tag)
{
if ((unsigned)sp->sectnum >= MAXSECTORS)
return nullptr;
// determine new x,y,z position
*x = sp->x + xoff;
*y = sp->y + yoff;
*z = sp->z + zoff;
// make sure you warp outside of warp plane
*z += z_adj;
// get new sector
*sectnum = sp->sectnum;
updatesector(*x, *y, sectnum);
return sp;
}
}
}
return NULL;
}
////////////////////////////////////////////////////////////////////////////////
//
// Warp - Teleporter style
//
////////////////////////////////////////////////////////////////////////////////
bool
WarpSectorInfo(short sectnum, SPRITEp *sp_warp)
{
int i;
SPRITEp sp;
*sp_warp = NULL;
if (!TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR))
return false;
StatIterator it(STAT_WARP);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
if (sp->sectnum == sectnum)
{
// skip - don't teleport
if (SP_TAG10(sp) == 1)
continue;
if (sp->hitag == WARP_TELEPORTER)
{
*sp_warp = sp;
}
}
}
return true;
}
SPRITEp
Warp(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
{
SPRITEp sp_warp;
if (Prediction)
return NULL;
if (!WarpSectorInfo(*sectnum, &sp_warp))
return NULL;
if (sp_warp)
{
return WarpToArea(sp_warp, x, y, z, sectnum);
}
return NULL;
}
END_SW_NS