raze/source/games/sw/src/warp.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"
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#include "misc.h"
BEGIN_SW_NS
////////////////////////////////////////////////////////////////////////////////
//
// WARPING - PLANE STYLE
//
////////////////////////////////////////////////////////////////////////////////
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extern bool Prediction;
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DSWActor* WarpToArea(DSWActor* sp_from, DVector3& pos, sectortype** sect);
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bool WarpPlaneSectorInfo(sectortype* sect, DSWActor** sp_ceiling, DSWActor** sp_floor)
{
*sp_floor = nullptr;
*sp_ceiling = nullptr;
if (Prediction)
return false;
if (sect== nullptr || !(sect->extra & SECTFX_WARP_SECTOR))
return false;
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SWStatIterator it(STAT_WARP);
while (auto actor = it.Next())
{
if (actor->sector() == sect)
{
// skip - don't teleport
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if (SP_TAG10(actor) == 1)
continue;
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if (actor->spr.hitag == WARP_CEILING_PLANE)
{
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*sp_ceiling = actor;
}
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else if (actor->spr.hitag == WARP_FLOOR_PLANE)
{
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*sp_floor = actor;
}
}
}
return true;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DSWActor* WarpPlane(DVector3& pos, sectortype** sect, double testz)
{
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DSWActor* sp_floor,* sp_ceiling;
if (testz == DBL_MAX) testz = pos.Z;
if (Prediction)
return nullptr;
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if (!WarpPlaneSectorInfo(*sect, &sp_ceiling, &sp_floor))
return nullptr;
if (sp_ceiling)
{
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if (pos.Z <= sp_ceiling->spr.pos.Z)
{
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return WarpToArea(sp_ceiling, pos, sect);
}
}
if (sp_floor)
{
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if (pos.Z >= sp_floor->spr.pos.Z)
{
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return WarpToArea(sp_floor, pos, sect);
}
}
return nullptr;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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DSWActor* WarpToArea(DSWActor* sp_from, DVector3& pos, sectortype** sect)
{
short match;
short to_tag = 0;
short match_rand[16];
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double z_adj = 0;
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auto off = pos - sp_from->spr.pos;
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match = sp_from->spr.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));
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switch (sp_from->spr.hitag)
{
case WARP_TELEPORTER:
to_tag = WARP_TELEPORTER;
// if tag 5 has something this is a random teleporter
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if (SP_TAG5(sp_from))
{
short ndx = 0;
match_rand[ndx++] = SP_TAG2(sp_from);
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match_rand[ndx++] = SP_TAG5(sp_from);
if (SP_TAG6(sp_from))
match_rand[ndx++] = SP_TAG6(sp_from);
if (SP_TAG7(sp_from))
match_rand[ndx++] = SP_TAG7(sp_from);
if (SP_TAG8(sp_from))
match_rand[ndx++] = SP_TAG8(sp_from);
// reset the match you are looking for
match = match_rand[RandomRange(ndx)];
}
break;
case WARP_CEILING_PLANE:
to_tag = WARP_FLOOR_PLANE;
// make sure you warp outside of warp plane
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z_adj = -2;
break;
case WARP_FLOOR_PLANE:
to_tag = WARP_CEILING_PLANE;
// make sure you warp outside of warp plane
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z_adj = 2;
break;
}
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SWStatIterator it(STAT_WARP);
while (auto actor = it.Next())
{
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if (actor->spr.lotag == match && actor != sp_from)
{
// exp: WARP_CEILING or WARP_CEILING_PLANE
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if (actor->spr.hitag == to_tag)
{
if (!actor->insector())
return nullptr;
// determine new x,y,z position
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pos = actor->spr.pos + off;
// make sure you warp outside of warp plane
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pos.Z += z_adj;
// get new sector
*sect = actor->sector();
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updatesector(pos, sect);
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return actor;
}
}
}
return nullptr;
}
////////////////////////////////////////////////////////////////////////////////
//
// Warp - Teleporter style
//
////////////////////////////////////////////////////////////////////////////////
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bool WarpSectorInfo(sectortype* sect, DSWActor** sp_warp)
{
*sp_warp = nullptr;
if (!sect || !(sect->extra & SECTFX_WARP_SECTOR))
return false;
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SWStatIterator it(STAT_WARP);
while (auto actor = it.Next())
{
if (actor->sector() == sect)
{
// skip - don't teleport
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if (SP_TAG10(actor) == 1)
continue;
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if (actor->spr.hitag == WARP_TELEPORTER)
{
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*sp_warp = actor;
}
}
}
return true;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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DSWActor* Warp(DVector3& pos, sectortype** sect)
{
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DSWActor* sp_warp;
if (Prediction)
return nullptr;
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if (!WarpSectorInfo(*sect, &sp_warp))
return nullptr;
if (sp_warp)
{
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return WarpToArea(sp_warp, pos, sect);
}
return nullptr;
}
END_SW_NS