raze/source/games/blood/src/warp.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "blood.h"
BEGIN_BLD_NS
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ZONE gStartZone[8];
#ifdef NOONE_EXTENSIONS
ZONE gStartZoneTeam1[8];
ZONE gStartZoneTeam2[8];
bool gTeamsSpawnUsed = false;
#endif
void validateLinks()
{
int snum = 0;
for (auto& sect : sectors())
{
if (getUpperLink(snum) && !getUpperLink(snum)->GetOwner())
{
Printf("Unpartnered upper link in sector %d\n", snum);
gUpperLink[snum] = nullptr;
}
if (getLowerLink(snum) && !getLowerLink(snum)->GetOwner())
{
Printf("Unpartnered upper link in sector %d\n", snum);
gLowerLink[snum] = nullptr;
}
snum++;
}
}
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void warpInit(void)
{
for (int i = 0; i < kMaxSectors; i++)
{
gUpperLink[i] = nullptr;
gLowerLink[i] = nullptr;
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}
#ifdef NOONE_EXTENSIONS
int team1 = 0; int team2 = 0; gTeamsSpawnUsed = false; // increment if team start positions specified.
#endif
BloodLinearSpriteIterator it;
while (auto actor = it.Next())
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{
spritetype* pSprite = &actor->s();
if (actor->hasX()) {
XSPRITE *pXSprite = &actor->x();
switch (pSprite->type) {
case kMarkerSPStart:
if (gGameOptions.nGameType < 2 && pXSprite->data1 >= 0 && pXSprite->data1 < kMaxPlayers) {
ZONE *pZone = &gStartZone[pXSprite->data1];
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pZone->x = pSprite->x;
pZone->y = pSprite->y;
pZone->z = pSprite->z;
pZone->sectnum = pSprite->sectnum;
pZone->ang = pSprite->ang;
}
DeleteSprite(actor);
break;
case kMarkerMPStart:
if (pXSprite->data1 >= 0 && pXSprite->data2 < kMaxPlayers) {
if (gGameOptions.nGameType >= 2) {
// default if BB or teams without data2 specified
ZONE* pZone = &gStartZone[pXSprite->data1];
pZone->x = pSprite->x;
pZone->y = pSprite->y;
pZone->z = pSprite->z;
pZone->sectnum = pSprite->sectnum;
pZone->ang = pSprite->ang;
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#ifdef NOONE_EXTENSIONS
// fill player spawn position according team of player in TEAMS mode.
if (gModernMap && gGameOptions.nGameType == 3) {
if (pXSprite->data2 == 1) {
pZone = &gStartZoneTeam1[team1];
pZone->x = pSprite->x;
pZone->y = pSprite->y;
pZone->z = pSprite->z;
pZone->sectnum = pSprite->sectnum;
pZone->ang = pSprite->ang;
team1++;
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} else if (pXSprite->data2 == 2) {
pZone = &gStartZoneTeam2[team2];
pZone->x = pSprite->x;
pZone->y = pSprite->y;
pZone->z = pSprite->z;
pZone->sectnum = pSprite->sectnum;
pZone->ang = pSprite->ang;
team2++;
}
}
#endif
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}
DeleteSprite(actor);
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}
break;
case kMarkerUpLink:
gUpperLink[pSprite->sectnum] = actor;
pSprite->cstat |= 32768;
pSprite->cstat &= ~257;
break;
case kMarkerLowLink:
gLowerLink[pSprite->sectnum] = actor;
pSprite->cstat |= 32768;
pSprite->cstat &= ~257;
break;
case kMarkerUpWater:
case kMarkerUpStack:
case kMarkerUpGoo:
gUpperLink[pSprite->sectnum] = actor;
pSprite->cstat |= 32768;
pSprite->cstat &= ~257;
pSprite->z = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
break;
case kMarkerLowWater:
case kMarkerLowStack:
case kMarkerLowGoo:
gLowerLink[pSprite->sectnum] = actor;
pSprite->cstat |= 32768;
pSprite->cstat &= ~257;
pSprite->z = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
break;
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}
}
}
#ifdef NOONE_EXTENSIONS
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// check if there is enough start positions for teams, if any used
if (team1 > 0 || team2 > 0) {
gTeamsSpawnUsed = true;
if (team1 < kMaxPlayers / 2 || team2 < kMaxPlayers / 2) {
viewSetSystemMessage("At least 4 spawn positions for each team is recommended.");
viewSetSystemMessage("Team A positions: %d, Team B positions: %d.", team1, team2);
}
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}
#endif
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for (int i = 0; i < kMaxSectors; i++)
{
auto actor = getUpperLink(i);
if (actor && actor->hasX())
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{
spritetype *pSprite = &actor->s();
XSPRITE *pXSprite = &actor->x();
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int nLink = pXSprite->data1;
for (int j = 0; j < kMaxSectors; j++)
{
auto actor2 = getLowerLink(j);
if (actor2 && actor2->hasX())
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{
spritetype *pSprite2 = &actor2->s();
XSPRITE *pXSprite2 = &actor2->x();
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if (pXSprite2->data1 == nLink)
{
actor->SetOwner(actor2);
actor2->SetOwner(actor);
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}
}
}
}
}
validateLinks();
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}
int CheckLink(DBloodActor *actor)
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{
auto pSprite = &actor->s();
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int nSector = pSprite->sectnum;
auto aUpper = getUpperLink(nSector);
auto aLower = getLowerLink(nSector);
if (aUpper)
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{
spritetype* pUpper = &aUpper->s();
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int z;
if (pUpper->type == kMarkerUpLink)
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z = pUpper->z;
else
z = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
if (z <= pSprite->z)
{
aLower = aUpper->GetOwner();
assert(aLower);
spritetype *pLower = &aLower->s();
assert(pLower->sectnum >= 0 && pLower->sectnum < kMaxSectors);
ChangeActorSect(actor, pLower->sectnum);
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pSprite->x += pLower->x-pUpper->x;
pSprite->y += pLower->y-pUpper->y;
int z2;
if (pLower->type == kMarkerLowLink)
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z2 = pLower->z;
else
z2 = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
pSprite->z += z2-z;
actor->interpolated = false;
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return pUpper->type;
}
}
if (aLower)
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{
spritetype *pLower = &aLower->s();
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int z;
if (pLower->type == kMarkerLowLink)
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z = pLower->z;
else
z = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
if (z >= pSprite->z)
{
aUpper = aLower->GetOwner();
assert(aUpper);
spritetype *pUpper = &aUpper->s();
assert(pUpper->sectnum >= 0 && pUpper->sectnum < kMaxSectors);
ChangeActorSect(actor, pUpper->sectnum);
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pSprite->x += pUpper->x-pLower->x;
pSprite->y += pUpper->y-pLower->y;
int z2;
if (pUpper->type == kMarkerUpLink)
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z2 = pUpper->z;
else
z2 = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
pSprite->z += z2-z;
actor->interpolated = false;
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return pLower->type;
}
}
return 0;
}
int CheckLink(int *x, int *y, int *z, int *nSector)
{
auto upper = getUpperLink(*nSector);
auto lower = getLowerLink(*nSector);
if (upper)
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{
spritetype *pUpper = &upper->s();
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int z1;
if (pUpper->type == kMarkerUpLink)
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z1 = pUpper->z;
else
z1 = getflorzofslope(*nSector, *x, *y);
if (z1 <= *z)
{
lower = upper->GetOwner();
assert(lower);
spritetype *pLower = &lower->s();
assert(pLower->sectnum >= 0 && pLower->sectnum < kMaxSectors);
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*nSector = pLower->sectnum;
*x += pLower->x-pUpper->x;
*y += pLower->y-pUpper->y;
int z2;
if (pUpper->type == kMarkerLowLink)
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z2 = pLower->z;
else
z2 = getceilzofslope(*nSector, *x, *y);
*z += z2-z1;
return pUpper->type;
}
}
if (lower)
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{
spritetype *pLower = &lower->s();
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int z1;
if (pLower->type == kMarkerLowLink)
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z1 = pLower->z;
else
z1 = getceilzofslope(*nSector, *x, *y);
if (z1 >= *z)
{
upper = lower->GetOwner();
assert(upper);
spritetype *pUpper = &upper->s();
assert(pUpper->sectnum >= 0 && pUpper->sectnum < kMaxSectors);
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*nSector = pUpper->sectnum;
*x += pUpper->x-pLower->x;
*y += pUpper->y-pLower->y;
int z2;
if (pLower->type == kMarkerUpLink)
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z2 = pUpper->z;
else
z2 = getflorzofslope(*nSector, *x, *y);
*z += z2-z1;
return pLower->type;
}
}
return 0;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, ZONE& w, ZONE* def)
{
if (arc.BeginObject(keyname))
{
arc("x", w.x)
("y", w.y)
("z", w.z)
("sector", w.sectnum)
("angle", w.ang)
.EndObject();
}
return arc;
}
void SerializeWarp(FSerializer& arc)
{
if (arc.BeginObject("warp"))
{
arc.Array("startzone", gStartZone, kMaxPlayers)
.Array("upperlink", gUpperLink, numsectors)
.Array("lowerlink", gLowerLink, numsectors)
.EndObject();
}
}
END_BLD_NS