raze/source/sw/src/vator.cpp

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//-------------------------------------------------------------------------
/*
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 "names2.h"
#include "panel.h"
#include "game.h"
#include "network.h"
#include "tags.h"
#include "sector.h"
#include "interp.h"
#include "text.h"
#include "sprite.h"
#include "weapon.h"
short DoVatorMatch(PLAYERp pp, short match);
SWBOOL TestVatorMatchActive(short match);
void InterpSectorSprites(short sectnum, SWBOOL state);
int InitBloodSpray(short, SWBOOL, short);
void ReverseVator(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
// if paused go ahead and start it up again
if (u->Tics)
{
u->Tics = 0;
SetVatorActive(SpriteNum);
return;
}
// moving toward to OFF pos
if (u->z_tgt == u->oz)
{
if (sp->z == u->oz)
u->z_tgt = u->sz;
else if (u->sz == u->oz)
u->z_tgt = sp->z;
}
else if (u->z_tgt == u->sz)
{
if (sp->z == u->oz)
u->z_tgt = sp->z;
else if (u->sz == u->oz)
u->z_tgt = u->sz;
}
u->vel_rate = -u->vel_rate;
}
SWBOOL
VatorSwitch(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 SetVatorActive(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
setinterpolation(&sectp->ceilingz);
else
setinterpolation(&sectp->floorz);
InterpSectorSprites(sp->sectnum, ON);
// play activate sound
DoSoundSpotMatch(SP_TAG2(sp), 1, SOUND_OBJECT_TYPE);
SET(u->Flags, SPR_ACTIVE);
u->Tics = 0;
// moving to the ON position
if (u->z_tgt == sp->z)
VatorSwitch(SP_TAG2(sp), ON);
else
// moving to the OFF position
if (u->z_tgt == u->sz)
VatorSwitch(SP_TAG2(sp), OFF);
}
void SetVatorInactive(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
stopinterpolation(&sectp->ceilingz);
else
stopinterpolation(&sectp->floorz);
InterpSectorSprites(sp->sectnum, OFF);
// play inactivate sound
DoSoundSpotMatch(SP_TAG2(sp), 2, SOUND_OBJECT_TYPE);
RESET(u->Flags, SPR_ACTIVE);
}
// called for operation from the space bar
short DoVatorOperate(PLAYERp pp, short sectnum)
{
USERp fu;
SPRITEp fsp;
short match;
short i,nexti;
TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti)
{
fsp = &sprite[i];
if (fsp->statnum == STAT_VATOR && SP_TAG1(fsp) == SECT_VATOR && SP_TAG3(fsp) == 0)
{
fu = User[i];
sectnum = fsp->sectnum;
// 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,"This only opens in single play.");
continue;
}
match = SP_TAG2(fsp);
if (match > 0)
{
if (TestVatorMatchActive(match))
return -1;
else
return DoVatorMatch(pp, match);
}
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, KeyDoorMessage[key_num - 1]);
return FALSE;
}
}
SetVatorActive(i);
break;
}
}
return i;
}
// called from switches and triggers
// returns first vator found
short
DoVatorMatch(PLAYERp pp, short match)
{
USERp fu;
SPRITEp fsp;
short sectnum;
short first_vator = -1;
short i,nexti;
//VatorSwitch(match, ON);
TRAVERSE_SPRITE_STAT(headspritestat[STAT_VATOR], i, nexti)
{
fsp = &sprite[i];
if (SP_TAG1(fsp) == SECT_VATOR && SP_TAG2(fsp) == match)
{
fu = User[i];
if (first_vator == -1)
first_vator = 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,"This only opens in single play.");
continue;
}
// lock code
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, KeyDoorMessage[key_num - 1]);
return -1;
}
}
// remember the player than activated it
fu->PlayerP = pp;
if (TEST(fu->Flags, SPR_ACTIVE))
{
ReverseVator(i);
continue;
}
SetVatorActive(i);
}
}
return first_vator;
}
SWBOOL
TestVatorMatchActive(short match)
{
USERp fu;
SPRITEp fsp;
short sectnum;
short i,nexti;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_VATOR], i, nexti)
{
fsp = &sprite[i];
if (SP_TAG1(fsp) == SECT_VATOR && 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 InterpSectorSprites(short sectnum, SWBOOL state)
{
SPRITEp sp;
short i,nexti;
TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti)
{
sp = &sprite[i];
if (User[i])
{
if (TEST(User[i]->Flags, SPR_SKIP4) && sp->statnum <= STAT_SKIP4_INTERP_END)
continue;
if (TEST(User[i]->Flags, SPR_SKIP2) && sp->statnum <= STAT_SKIP2_INTERP_END)
continue;
}
if (state)
setinterpolation(&sp->z);
else
stopinterpolation(&sp->z);
}
}
void MoveSpritesWithSector(short sectnum, int z_amt, SWBOOL type)
{
SECTORp sectp = &sector[sectnum];
SPRITEp sp;
short i,nexti;
SWBOOL both = FALSE;
if (SectUser[sectnum])
both = !!TEST(SectUser[sectnum]->flags, SECTFU_VATOR_BOTH);
TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti)
{
sp = &sprite[i];
if (User[i])
{
switch (sp->statnum)
{
case STAT_ITEM:
case STAT_NO_STATE:
case STAT_MINE_STUCK:
case STAT_WALLBLOOD_QUEUE:
case STAT_FLOORBLOOD_QUEUE:
case STAT_STATIC_FIRE:
break;
default:
goto cont;
}
}
else
{
switch (sp->statnum)
{
case STAT_STAR_QUEUE:
case STAT_HOLE_QUEUE:
// case STAT_WALLBLOOD_QUEUE:
// case STAT_FLOORBLOOD_QUEUE:
goto cont;
}
}
if (TEST(sp->extra, SPRX_STAY_PUT_VATOR))
continue;
if (both)
{
// sprite started close to floor
if (TEST(sp->cstat, CSTAT_SPRITE_CLOSE_FLOOR))
{
// this is a ceiling
if (type == 1)
continue;
}
else
{
// this is a floor
if (type == 0)
continue;
}
}
sp->z += z_amt;
cont:
continue;
}
}
int DoVatorMove(short SpriteNum, int *lptr)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
int zval;
int move_amt;
zval = *lptr;
// if LESS THAN goal
if (zval < u->z_tgt)
{
// move it DOWN
zval += (synctics * u->jump_speed);
u->jump_speed += u->vel_rate * synctics;
// if the other way make it equal
if (zval > u->z_tgt)
zval = u->z_tgt;
}
// if GREATER THAN goal
if (zval > u->z_tgt)
{
// move it UP
zval -= (synctics * u->jump_speed);
u->jump_speed += u->vel_rate * synctics;
if (zval < u->z_tgt)
zval = u->z_tgt;
}
move_amt = zval - *lptr;
*lptr = zval;
return move_amt;
}
int DoVator(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
int *lptr;
int amt;
// u->sz - where the sector z started
// u->z_tgt - current target z
// u->oz - original z - where it initally starts off
// sp->z - z of the sprite
// u->vel_rate - velocity
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
{
lptr = &sectp->ceilingz;
amt = DoVatorMove(SpriteNum, lptr);
MoveSpritesWithSector(sp->sectnum, amt, 1); // ceiling
}
else
{
lptr = &sectp->floorz;
amt = DoVatorMove(SpriteNum, lptr);
MoveSpritesWithSector(sp->sectnum, amt, 0); // floor
}
// EQUAL this entry has finished
if (*lptr == u->z_tgt)
{
// in the ON position
if (u->z_tgt == sp->z)
{
// change target
u->z_tgt = u->sz;
u->vel_rate = -u->vel_rate;
SetVatorInactive(SpriteNum);
// if tag6 and nothing blocking door
if (SP_TAG6(sp) && !TEST_BOOL8(sp))
DoMatchEverything(u->PlayerP, SP_TAG6(sp), -1);
}
else
// in the OFF position
if (u->z_tgt == u->sz)
{
short match = SP_TAG2(sp);
// change target
u->jump_speed = u->vel_tgt;
u->vel_rate = labs(u->vel_rate);
u->z_tgt = sp->z;
RESET_BOOL8(sp);
SetVatorInactive(SpriteNum);
// set owner swith back to OFF
// only if ALL vators are inactive
if (!TestVatorMatchActive(match))
{
//VatorSwitch(match, OFF);
}
if (SP_TAG6(sp) && TEST_BOOL5(sp))
DoMatchEverything(u->PlayerP, SP_TAG6(sp), -1);
}
// operate only once
if (TEST_BOOL2(sp))
{
SetVatorInactive(SpriteNum);
KillSprite(SpriteNum);
return 0;
}
// setup to go back to the original z
if (*lptr != u->oz)
{
if (u->WaitTics)
u->Tics = u->WaitTics;
}
}
else // if (*lptr == u->z_tgt)
{
// if heading for the OFF (original) position and should NOT CRUSH
if (TEST_BOOL3(sp) && u->z_tgt == u->oz)
{
int i,nexti;
SPRITEp bsp;
USERp bu;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
{
bsp = &sprite[i];
bu = User[i];
if (bsp->statnum == STAT_ENEMY)
{
if (labs(sectp->ceilingz - sectp->floorz) < SPRITEp_SIZE_Z(bsp))
{
InitBloodSpray(i, TRUE, -1);
UpdateSinglePlayKills(i);
KillSprite(i);
continue;
}
}
if (bu && TEST(bsp->cstat, CSTAT_SPRITE_BLOCK) && TEST(bsp->extra, SPRX_PLAYER_OR_ENEMY))
{
// found something blocking so reverse to ON position
ReverseVator(SpriteNum);
SET_BOOL8(sp); // tell vator that something blocking door
found = TRUE;
break;
}
}
if (!found)
{
short pnum;
PLAYERp pp;
// go ahead and look for players clip box bounds
TRAVERSE_CONNECT(pnum)
{
pp = Player + pnum;
if (pp->lo_sectp == &sector[sp->sectnum] ||
pp->hi_sectp == &sector[sp->sectnum])
{
ReverseVator(SpriteNum);
u->vel_rate = -u->vel_rate;
found = TRUE;
}
}
}
}
else
{
int i,nexti;
SPRITEp bsp;
USERp bu;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
{
bsp = &sprite[i];
bu = User[i];
if (bsp->statnum == STAT_ENEMY)
{
if (labs(sectp->ceilingz - sectp->floorz) < SPRITEp_SIZE_Z(bsp))
{
InitBloodSpray(i, TRUE, -1);
UpdateSinglePlayKills(i);
KillSprite(i);
continue;
}
}
}
}
}
return 0;
}
int DoVatorAuto(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
SECTORp sectp = &sector[sp->sectnum];
int zval;
int *lptr;
int amt;
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
{
lptr = &sectp->ceilingz;
amt = DoVatorMove(SpriteNum, lptr);
MoveSpritesWithSector(sp->sectnum, amt, 1); // ceiling
}
else
{
lptr = &sectp->floorz;
amt = DoVatorMove(SpriteNum, lptr);
MoveSpritesWithSector(sp->sectnum, amt, 0); // floor
}
// EQUAL this entry has finished
if (*lptr == u->z_tgt)
{
// in the UP position
if (u->z_tgt == sp->z)
{
// change target
u->z_tgt = u->sz;
u->vel_rate = -u->vel_rate;
u->Tics = u->WaitTics;
if (SP_TAG6(sp))
DoMatchEverything(u->PlayerP, SP_TAG6(sp), -1);
}
else
// in the DOWN position
if (u->z_tgt == u->sz)
{
// change target
u->jump_speed = u->vel_tgt;
u->vel_rate = labs(u->vel_rate);
u->z_tgt = sp->z;
u->Tics = u->WaitTics;
if (SP_TAG6(sp) && TEST_BOOL5(sp))
DoMatchEverything(NULL, SP_TAG6(sp), -1);
}
}
return 0;
}
#include "saveable.h"
static saveable_code saveable_vator_code[] =
{
SAVE_CODE(ReverseVator),
SAVE_CODE(VatorSwitch),
SAVE_CODE(SetVatorActive),
SAVE_CODE(SetVatorInactive),
SAVE_CODE(DoVatorOperate),
SAVE_CODE(DoVatorMatch),
SAVE_CODE(TestVatorMatchActive),
SAVE_CODE(InterpSectorSprites),
SAVE_CODE(MoveSpritesWithSector),
SAVE_CODE(DoVatorMove),
SAVE_CODE(DoVator),
SAVE_CODE(DoVatorAuto),
};
saveable_module saveable_vator =
{
// code
saveable_vator_code,
SIZ(saveable_vator_code),
// data
NULL,0
};