raze/source/games/sw/src/morph.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 "ns.h"
#include "build.h"
#include "names2.h"
#include "panel.h"
#include "tags.h"
#include "sector.h"
#include "ai.h"
#include "player.h"
#include "game.h"
BEGIN_SW_NS
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
short DoSectorObjectSetScale(short match)
{
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SECTOR_OBJECT* sop;
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
{
if (SO_EMPTY(sop))
continue;
if (sop->match_event == match)
{
sop->flags |= (SOBJ_DYNAMIC);
sop->PreMoveScale = true;
switch (sop->scale_active_type)
{
case SO_SCALE_RANDOM_POINT:
if (sop->scale_type == SO_SCALE_HOLD || sop->scale_type == SO_SCALE_NONE)
{
// if holding start it up
sop->scale_type = sop->scale_active_type;
}
else
{
// if moving set to hold
sop->scale_type = SO_SCALE_HOLD;
}
break;
case SO_SCALE_DEST:
sop->scale_type = sop->scale_active_type;
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if (sop->scale_dist == sop->scale_dist_max)
{
// make it negative
if (sop->scale_speed > 0)
sop->scale_speed = -sop->scale_speed;
}
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else if (sop->scale_dist == sop->scale_dist_min)
{
// make it positive
if (sop->scale_speed < 0)
sop->scale_speed = -sop->scale_speed;
}
else
{
// make it positive
if (sop->scale_speed < 0)
sop->scale_speed = -sop->scale_speed;
}
break;
case SO_SCALE_RANDOM:
case SO_SCALE_CYCLE:
if (sop->scale_type == SO_SCALE_HOLD)
{
// if holding start it up
sop->scale_type = sop->scale_active_type;
}
else
{
// if moving set to hold
sop->scale_type = SO_SCALE_HOLD;
}
break;
}
}
}
return 0;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
short DoSOevent(short match, short state)
{
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SECTOR_OBJECT* sop;
short vel_adj=0, spin_adj=0;
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
{
if (SO_EMPTY(sop))
continue;
if (sop->match_event == match)
{
if ((sop->flags & SOBJ_WAIT_FOR_EVENT))
{
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if (sop->save_vel > 0 || sop->save_spin_speed > nullAngle)
{
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sop->flags &= ~(SOBJ_WAIT_FOR_EVENT);
sop->vel = sop->save_vel;
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sop->spin_speed = sop->save_spin_speed;
}
}
auto me_act = sop->match_event_actor;
if (me_act == nullptr)
continue;
// toggle
if (state == -1)
{
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if (TEST_BOOL3(me_act))
{
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RESET_BOOL3(me_act);
state = 0;
}
else
{
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SET_BOOL3(me_act);
state = 1;
}
}
if (state == 1)
{
spin_adj = (int)SP_TAG3(me_act);
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vel_adj = SP_TAG7(me_act);
}
else if (state == 0)
{
spin_adj = -(int)SP_TAG3(me_act);
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vel_adj = -SP_TAG7(me_act);
}
sop->spin_speed += DAngle::fromBuild(spin_adj);
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if (TEST_BOOL1(me_act))
sop->vel_tgt += vel_adj;
else
sop->vel += vel_adj;
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if (TEST_BOOL2(me_act))
{
sop->dir *= -1;
}
}
}
return 0;
}
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//---------------------------------------------------------------------------
//
// SCALING - PreAnimator
//
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//---------------------------------------------------------------------------
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void ScaleSectorObject(SECTOR_OBJECT* sop)
{
switch (sop->scale_type)
{
case SO_SCALE_NONE:
break;
case SO_SCALE_HOLD:
break;
// to dest
case SO_SCALE_DEST:
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sop->scale_dist += sop->scale_speed;
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if (sop->scale_dist > sop->scale_dist_max)
{
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sop->scale_dist = sop->scale_dist_max;
sop->scale_type = SO_SCALE_HOLD;
}
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else if (sop->scale_dist < sop->scale_dist_min)
{
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sop->scale_dist = sop->scale_dist_min;
sop->scale_type = SO_SCALE_HOLD;
}
break;
// random direction change
case SO_SCALE_RANDOM:
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sop->scale_dist += sop->scale_speed;
if (sop->scale_dist > sop->scale_dist_max)
{
sop->scale_speed *= -1;
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sop->scale_dist = sop->scale_dist_max;
}
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else if (sop->scale_dist < sop->scale_dist_min)
{
sop->scale_speed *= -1;
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sop->scale_dist = sop->scale_dist_min;
}
if (RANDOM_P2(1024) < sop->scale_rand_freq<<3)
{
sop->scale_speed *= -1;
}
break;
// cycle through max and min
case SO_SCALE_CYCLE:
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sop->scale_dist += sop->scale_speed;
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if (sop->scale_dist > sop->scale_dist_max)
{
sop->scale_speed *= -1;
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sop->scale_dist = sop->scale_dist_max;
}
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else if (sop->scale_dist < sop->scale_dist_min)
{
sop->scale_speed *= -1;
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sop->scale_dist = sop->scale_dist_min;
}
break;
}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DVector2 ScaleRandomPoint(SECTOR_OBJECT* sop, int k, DAngle ang, const DVector2& pos)
{
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sop->scale_point_dist[k] += sop->scale_point_speed[k];
if (sop->scale_point_dist[k] > sop->scale_point_dist_max)
{
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sop->scale_point_speed[k] *= -1;
sop->scale_point_dist[k] = sop->scale_point_dist_max;
}
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else if (sop->scale_point_dist[k] < sop->scale_point_dist_min)
{
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sop->scale_point_speed[k] *= -1;
sop->scale_point_dist[k] = sop->scale_point_dist_min;
}
if (RANDOM_P2(1024) < sop->scale_point_rand_freq)
{
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sop->scale_point_speed[k] *= -1;
}
// change up speed at random
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if (RANDOM_P2(1024) < (sop->scale_point_rand_freq / 2))
{
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double half = sop->scale_point_base_speed / 2;
double quart = sop->scale_point_base_speed / 4;
sop->scale_point_speed[k] = sop->scale_point_base_speed + (RandomRangeF(half) - quart);
}
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double xmul = (sop->scale_point_dist[k] * sop->scale_x_mult) * (1 / 256.);
double ymul = (sop->scale_point_dist[k] * sop->scale_y_mult) * (1 / 256.);
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DVector2 ret;
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ret.X = pos.X + xmul * ang.Cos();
ret.Y = pos.Y + ymul * ang.Sin();
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return ret;
}
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//---------------------------------------------------------------------------
//
// Morph point - move point around
//
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//---------------------------------------------------------------------------
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void MorphTornado(SECTOR_OBJECT* sop)
{
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sectortype* *sectp;
int j;
// z direction
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ASSERT(sop->op_main_sector != nullptr);
sop->morph_z += sop->morph_z_speed;
// move vector
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if (sop->morph_wall_point == nullptr)
return;
// place at correct x,y offset from center
DVector2 pos = sop->pmid.XY() - sop->morph_off;
DVector2 spos = pos;
// move it from last x,y
DVector2 mpos = pos + sop->morph_ang.ToVector() * sop->morph_speed;
// bound check radius
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if ((sop->pmid - mpos).Length() > sop->morph_dist_max + sop->scale_dist)
{
// find and reverse angle
sop->morph_ang = (mpos - sop->pmid).Angle() + DAngle180;
// move back some from last point
mpos = spos + sop->morph_ang.ToVector() * sop->morph_speed * 2;
}
// save x,y back as offset info
sop->morph_off = sop->pmid.XY() - mpos;
if ((RANDOM_P2(1024<<4)>>4) < sop->morph_rand_freq)
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sop->morph_ang = RandomAngle();
// move it x,y
dragpoint(sop->morph_wall_point, mpos);
// bound the Z
double ceilz = sop->op_main_sector->ceilingz;
double florz = sop->op_main_sector->floorz;
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
{
if ((*sectp)->hasU() &&
((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT))
{
if (sop->morph_z > florz)
{
sop->morph_z_speed *= -1;
sop->morph_z = florz;
}
else if (sop->morph_z < ceilz)
{
sop->morph_z_speed *= -1;
sop->morph_z = ceilz;
}
alignceilslope(*sectp, DVector3(mpos, sop->morph_z));
}
}
}
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//---------------------------------------------------------------------------
//
// moves center point around and aligns slope
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//
//---------------------------------------------------------------------------
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void MorphFloor(SECTOR_OBJECT* sop)
{
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sectortype* *sectp;
int j;
// z direction
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ASSERT(sop->op_main_sector != nullptr);
sop->morph_z -= sop->morph_z_speed;
// move vector
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if (sop->morph_wall_point == nullptr)
return;
// place at correct x,y offset from center
auto pos = sop->pmid - sop->morph_off;
// move it from last x,y
DVector2 mpos = pos.XY() + sop->morph_ang.ToVector() * sop->morph_speed;
// save x,y back as offset info
sop->morph_off = sop->pmid.XY() - mpos;
// bound check radius
if ((sop->pmid - mpos).Length() > sop->morph_dist_max)
{
// go in the other direction
sop->morph_ang = sop->morph_ang + DAngle180;
// back it up and save it off
mpos = pos.XY() + sop->morph_ang.ToVector() * sop->morph_speed;
sop->morph_off = sop->pmid.XY() - mpos;
}
if ((RANDOM_P2(1024<<4)>>4) < sop->morph_rand_freq)
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sop->morph_ang = RandomAngle();
// move x,y point "just like in build"
dragpoint(sop->morph_wall_point, mpos);
// bound the Z
double florz = sop->op_main_sector->floorz;
const double MORPH_FLOOR_ZRANGE = 300;
if (sop->morph_z > MORPH_FLOOR_ZRANGE)
{
sop->morph_z = MORPH_FLOOR_ZRANGE;
sop->morph_z_speed *= -1;
}
else if (sop->morph_z < -MORPH_FLOOR_ZRANGE)
{
sop->morph_z = -MORPH_FLOOR_ZRANGE;
sop->morph_z_speed *= -1;
}
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
{
if ((*sectp)->hasU() &&
((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT))
{
alignflorslope(*sectp, DVector3(mpos, florz + sop->morph_z));
}
}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SOBJ_AlignFloorToPoint(SECTOR_OBJECT* sop, const DVector3& pos)
{
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sectortype* *sectp;
int j;
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
{
if ((*sectp)->hasU() &&
((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT))
{
alignflorslope(*sectp, pos);
}
}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SOBJ_AlignCeilingToPoint(SECTOR_OBJECT* sop, const DVector3& pos)
{
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sectortype* *sectp;
int j;
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
{
if ((*sectp)->hasU() &&
((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT))
{
alignceilslope(*sectp, pos);
}
}
}
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//---------------------------------------------------------------------------
//
// moves center point around and aligns slope
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//
//---------------------------------------------------------------------------
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void SpikeFloor(SECTOR_OBJECT* sop)
{
// z direction
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ASSERT(sop->op_main_sector != nullptr);
sop->morph_z -= sop->morph_z_speed;
// move vector
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if (sop->morph_wall_point == nullptr)
return;
// place at correct x,y offset from center
auto pos = sop->pmid - sop->morph_off;
// bound the Z
const double MORPH_FLOOR_ZRANGE = 300;
if (sop->morph_z > MORPH_FLOOR_ZRANGE)
{
sop->morph_z = MORPH_FLOOR_ZRANGE;
sop->morph_z_speed *= -1;
}
else if (sop->morph_z < -MORPH_FLOOR_ZRANGE)
{
sop->morph_z = -MORPH_FLOOR_ZRANGE;
sop->morph_z_speed *= -1;
}
pos.Z = sop->op_main_sector->floorz + sop->morph_z;
SOBJ_AlignFloorToPoint(sop, pos);
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
END_SW_NS