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Files moved but not modified. Changes to follow in a subsequent commit. You down with CPP? git-svn-id: https://svn.eduke32.com/eduke32@6055 1a8010ca-5511-0410-912e-c29ae57300e0
369 lines
8.7 KiB
C++
369 lines
8.7 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "build.h"
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#include "common.h"
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#include "names2.h"
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#include "game.h"
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#include "tags.h"
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#include "common_game.h"
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#include "break.h"
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#include "quake.h"
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#include "sprite.h"
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#define QUAKE_Match(sp) (SP_TAG2(sp))
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#define QUAKE_Zamt(sp) (SP_TAG3(sp))
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#define QUAKE_Radius(sp) (SP_TAG4(sp))
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#define QUAKE_Duration(sp) (SP_TAG5(sp))
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#define QUAKE_WaitSecs(sp) (SP_TAG6(sp))
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#define QUAKE_AngAmt(sp) (SP_TAG7(sp))
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#define QUAKE_PosAmt(sp) (SP_TAG8(sp))
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#define QUAKE_RandomTest(sp) (SP_TAG9(sp))
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#define QUAKE_WaitTics(sp) (SP_TAG13(sp))
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#define QUAKE_TestDontTaper(sp) (TEST_BOOL1(sp))
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#define QUAKE_KillAfterQuake(sp) (TEST_BOOL2(sp))
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// only for timed quakes
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#define QUAKE_WaitForTrigger(sp) (TEST_BOOL3(sp))
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extern SWBOOL GamePaused;
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short CopyQuakeSpotToOn(SPRITEp sp)
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{
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short New;
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SPRITEp np;
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New = COVERinsertsprite(sp->sectnum, STAT_QUAKE_SPOT);
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np = &sprite[New];
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memcpy(np, sp, sizeof(SPRITE));
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np->sectnum = sp->sectnum;
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np->statnum = sp->statnum;
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np->cstat = 0;
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np->extra = 0;
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np->owner = -1;
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change_sprite_stat(New, STAT_QUAKE_ON);
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QUAKE_Duration(np) *= 120;
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return New;
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}
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void DoQuakeMatch(short match)
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{
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short i, nexti;
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SPRITEp sp;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_QUAKE_SPOT], i, nexti)
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{
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sp = &sprite[i];
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if (QUAKE_Match(sp) == match)
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{
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if ((int16_t)QUAKE_WaitTics(sp) > 0)
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{
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// its not waiting any more
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RESET_BOOL3(sp);
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}
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else
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{
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CopyQuakeSpotToOn(sp);
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if (QUAKE_KillAfterQuake(sp))
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{
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KillSprite(i);
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continue;
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}
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}
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}
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}
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}
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void ProcessQuakeOn(void)
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{
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short i, nexti;
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SPRITEp sp;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_QUAKE_ON], i, nexti)
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{
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sp = &sprite[i];
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// get rid of quake when timer runs out
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QUAKE_Duration(sp) -= synctics*4;
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if (QUAKE_Duration(sp) < 0)
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{
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KillSprite(i);
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continue;
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}
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}
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}
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void ProcessQuakeSpot(void)
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{
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short i, nexti;
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SPRITEp sp;
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int rand_test;
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// check timed quakes and random quakes
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_QUAKE_SPOT], i, nexti)
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{
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sp = &sprite[i];
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// not a timed quake
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if (!QUAKE_WaitSecs(sp))
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continue;
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// don't process unless triggered
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if (QUAKE_WaitForTrigger(sp))
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continue;
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// spawn a quake if time is up
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//QUAKE_WaitTics(sp) -= 4*synctics;
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SET_SP_TAG13(sp, (QUAKE_WaitTics(sp)-4*synctics));
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if ((int16_t)QUAKE_WaitTics(sp) < 0)
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{
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// reset timer - add in Duration of quake
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//QUAKE_WaitTics(sp) = ((QUAKE_WaitSecs(sp)*10L) + QUAKE_Duration(sp)) * 120L;
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SET_SP_TAG13(sp, (((QUAKE_WaitSecs(sp)*10L) + QUAKE_Duration(sp)) * 120L));
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// spawn a quake if condition is met
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rand_test = QUAKE_RandomTest(sp);
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// wrong - all quakes need to happen at the same time on all computerssg
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//if (!rand_test || (rand_test && STD_RANDOM_RANGE(128) < rand_test))
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if (!rand_test || (rand_test && RANDOM_RANGE(128) < rand_test))
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{
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CopyQuakeSpotToOn(sp);
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// kill quake spot if needed
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if (QUAKE_KillAfterQuake(sp))
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{
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DeleteNoSoundOwner(i);
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KillSprite(i);
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continue;
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}
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}
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}
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}
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}
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void QuakeViewChange(PLAYERp pp, int *z_diff, int *x_diff, int *y_diff, short *ang_diff)
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{
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short i, nexti;
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SPRITEp sp;
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SPRITEp save_sp = NULL;
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int dist,save_dist = 999999;
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int dist_diff, scale_value;
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int ang_amt;
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int radius;
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int pos_amt;
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*z_diff = 0;
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*x_diff = 0;
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*y_diff = 0;
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*ang_diff = 0;
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if (GamePaused)
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return;
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// find the closest quake - should be a strength value
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_QUAKE_ON], i, nexti)
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{
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sp = &sprite[i];
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dist = FindDistance3D(pp->posx - sp->x, pp->posy - sp->y, (pp->posz - sp->z)>>4);
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// shake whole level
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if (QUAKE_TestDontTaper(sp))
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{
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save_dist = dist;
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save_sp = sp;
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break;
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}
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if (dist < save_dist)
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{
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save_dist = dist;
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save_sp = sp;
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}
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}
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if (!save_sp)
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return;
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else
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sp = save_sp;
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radius = QUAKE_Radius(sp) * 8L;
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if (save_dist > radius)
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return;
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*z_diff = Z(STD_RANDOM_RANGE(QUAKE_Zamt(sp)) - (QUAKE_Zamt(sp)/2));
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ang_amt = QUAKE_AngAmt(sp) * 4L;
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*ang_diff = STD_RANDOM_RANGE(ang_amt) - (ang_amt/2);
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pos_amt = QUAKE_PosAmt(sp) * 4L;
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*x_diff = STD_RANDOM_RANGE(pos_amt) - (pos_amt/2);
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*y_diff = STD_RANDOM_RANGE(pos_amt) - (pos_amt/2);
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if (!QUAKE_TestDontTaper(sp))
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{
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// scale values from epicenter
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dist_diff = radius - save_dist;
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scale_value = divscale16(dist_diff, radius);
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*z_diff = mulscale16(*z_diff, scale_value);
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*ang_diff = mulscale16(*ang_diff, scale_value);
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*x_diff = mulscale16(*x_diff, scale_value);
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*y_diff = mulscale16(*y_diff, scale_value);
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}
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}
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int SpawnQuake(short sectnum, int x, int y, int z,
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short tics, short amt, int radius)
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{
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short SpriteNum;
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SPRITEp sp;
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SpriteNum = COVERinsertsprite(sectnum, STAT_QUAKE_ON);
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sp = &sprite[SpriteNum];
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ASSERT(SpriteNum >= 0);
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sp->x = x;
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sp->y = y;
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sp->z = z;
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sp->cstat = 0;
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sp->owner = -1;
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sp->extra = 0;
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QUAKE_Match(sp) = -1;
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QUAKE_Zamt(sp) = amt;
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QUAKE_Radius(sp) = radius/8;
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QUAKE_Duration(sp) = tics;
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QUAKE_AngAmt(sp) = 8;
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QUAKE_PosAmt(sp) = 0;
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PlaySound(DIGI_ERUPTION, &sp->x, &sp->y, &sp->z, v3df_follow|v3df_dontpan);
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Set3DSoundOwner(SpriteNum);
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return SpriteNum;
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}
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SWBOOL
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SetQuake(PLAYERp pp, short tics, short amt)
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{
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SpawnQuake(pp->cursectnum, pp->posx, pp->posy, pp->posz, tics, amt, 30000);
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return FALSE;
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}
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int
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SetExpQuake(int16_t Weapon)
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{
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SPRITEp sp = &sprite[Weapon];
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SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 40, 4, 20000); // !JIM! was 8, 40000
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return 0;
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}
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int
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SetGunQuake(int16_t SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 40, 8, 40000);
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return 0;
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}
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int
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SetPlayerQuake(PLAYERp pp)
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{
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SpawnQuake(pp->cursectnum, pp->posx, pp->posy, pp->posz, 40, 8, 40000);
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return 0;
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}
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int
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SetNuclearQuake(int16_t Weapon)
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{
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SPRITEp sp = &sprite[Weapon];
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SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 400, 8, 64000);
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return 0;
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}
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int
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SetSumoQuake(int16_t SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 120, 4, 20000);
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return 0;
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}
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int
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SetSumoFartQuake(int16_t SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 60, 4, 4000);
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return 0;
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}
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#include "saveable.h"
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static saveable_code saveable_quake_code[] =
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{
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SAVE_CODE(CopyQuakeSpotToOn),
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SAVE_CODE(DoQuakeMatch),
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SAVE_CODE(ProcessQuakeOn),
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SAVE_CODE(ProcessQuakeSpot),
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SAVE_CODE(QuakeViewChange),
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SAVE_CODE(SpawnQuake),
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SAVE_CODE(SetQuake),
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SAVE_CODE(SetExpQuake),
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SAVE_CODE(SetGunQuake),
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SAVE_CODE(SetPlayerQuake),
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SAVE_CODE(SetNuclearQuake),
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SAVE_CODE(SetSumoQuake),
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SAVE_CODE(SetSumoFartQuake),
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};
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saveable_module saveable_quake =
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{
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// code
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saveable_quake_code,
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SIZ(saveable_quake_code),
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// data
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NULL,0
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};
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