//------------------------------------------------------------------------- /* 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 "game.h" #include "tags.h" #include "sector.h" #include "sprite.h" #include "interpolate.h" BEGIN_SW_NS bool TestSpikeMatchActive(short match); void InterpSectorSprites(short sectnum, bool state); void ReverseSpike(DSWActor* actor) { USERp u = actor->u(); SPRITEp sp = &actor->s(); // if paused go ahead and start it up again if (u->Tics) { u->Tics = 0; SetSpikeActive(actor); 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; } bool SpikeSwitch(short match, short setting) { SPRITEp sp; bool found = false; SWStatIterator it(STAT_DEFAULT); while (auto actor = it.Next()) { sp = &actor->s(); if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match) { found = true; AnimateSwitch(sp, setting); } } return found; } void SetSpikeActive(DSWActor* actor) { USERp u = actor->u(); SPRITEp sp = &actor->s(); SECTORp sectp = sp->sector(); if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP)) StartInterpolation(sp->sectnum, Interp_Sect_Ceilingheinum); else StartInterpolation(sp->sectnum, Interp_Sect_Floorheinum); InterpSectorSprites(sp->sectnum, true); // 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 SetSpikeInactive(DSWActor* actor) { USERp u = actor->u(); SPRITEp sp = &actor->s(); SECTORp sectp = sp->sector(); if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP)) StopInterpolation(sp->sectnum, Interp_Sect_Ceilingheinum); else StopInterpolation(sp->sectnum, Interp_Sect_Floorheinum); InterpSectorSprites(sp->sectnum, false); // play activate sound DoSoundSpotMatch(SP_TAG2(sp), 2, SOUND_OBJECT_TYPE); RESET(u->Flags, SPR_ACTIVE); } // called for operation from the space bar void DoSpikeOperate(short sectnum) { SPRITEp fsp; short match; SWSectIterator it(sectnum); while (auto actor = it.Next()) { fsp = &actor->s(); if (fsp->statnum == STAT_SPIKE && SP_TAG1(fsp) == SECT_SPIKE && SP_TAG3(fsp) == 0) { sectnum = fsp->sectnum; match = SP_TAG2(fsp); if (match > 0) { if (!TestSpikeMatchActive(match)) DoSpikeMatch(match); return; } SetSpikeActive(actor); break; } } } // called from switches and triggers // returns first spike found void DoSpikeMatch(short match) { USERp fu; SPRITEp fsp; SWStatIterator it(STAT_SPIKE); while (auto actor = it.Next()) { fsp = &actor->s(); if (SP_TAG1(fsp) == SECT_SPIKE && SP_TAG2(fsp) == match) { fu = actor->u(); if (TEST(fu->Flags, SPR_ACTIVE)) { ReverseSpike(actor); continue; } SetSpikeActive(actor); } } } bool TestSpikeMatchActive(short match) { USERp fu; SPRITEp fsp; SWStatIterator it(STAT_SPIKE); while (auto actor = it.Next()) { fsp = &actor->s(); if (SP_TAG1(fsp) == SECT_SPIKE && SP_TAG2(fsp) == match) { fu = actor->u(); // door war if (TEST_BOOL6(fsp)) continue; if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics) return true; } } return false; } int DoSpikeMove(DSWActor* actor, int *lptr) { USERp u = actor->u(); int zval; 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; } *lptr = zval; return 0; } void SpikeAlign(DSWActor* actor) { USERp u = actor->u(); SPRITEp sp = &actor->s(); // either work on single sector or all tagged in SOBJ if ((int8_t)SP_TAG7(sp) < 0) { if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP)) alignceilslope(sp->sectnum, sp->x, sp->y, u->zclip); else alignflorslope(sp->sectnum, sp->x, sp->y, u->zclip); } else { if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP)) SOBJ_AlignCeilingToPoint(&SectorObject[SP_TAG7(sp)], sp->x, sp->y, u->zclip); else SOBJ_AlignFloorToPoint(&SectorObject[SP_TAG7(sp)], sp->x, sp->y, u->zclip); } } void MoveSpritesWithSpike(short sectnum) { SPRITEp sp; int cz,fz; SWSectIterator it(sectnum); while (auto actor = it.Next()) { sp = &actor->s(); if (actor->hasU()) continue; if (TEST(sp->extra, SPRX_STAY_PUT_VATOR)) continue; getzsofslope(sectnum, sp->x, sp->y, &cz, &fz); sp->z = fz; } } int DoSpike(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); int *lptr; // zclip = floor or ceiling z // oz = original z // z_tgt = target z - on pos // sz = starting z - off pos lptr = &u->zclip; DoSpikeMove(actor, lptr); MoveSpritesWithSpike(sp->sectnum); SpikeAlign(actor); // 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; SetSpikeInactive(actor); if (SP_TAG6(sp)) DoMatchEverything(nullptr, 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 = (short)abs(u->vel_rate); u->z_tgt = sp->z; SetSpikeInactive(actor); // set Owner swith back to OFF // only if ALL spikes are inactive if (!TestSpikeMatchActive(match)) { //SpikeSwitch(match, OFF); } if (SP_TAG6(sp) && TEST_BOOL5(sp)) DoMatchEverything(nullptr, SP_TAG6(sp), -1); } // operate only once if (TEST_BOOL2(sp)) { SetSpikeInactive(actor); KillActor(actor); 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) { SPRITEp bsp; USERp bu; bool found = false; SWSectIterator it(sp->sectnum); while (auto itActor = it.Next()) { bsp = &actor->s(); bu = actor->u(); if (bu && TEST(bsp->cstat, CSTAT_SPRITE_BLOCK) && TEST(bsp->extra, SPRX_PLAYER_OR_ENEMY)) { ReverseSpike(actor); 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 == sp->sector() || pp->hi_sectp == sp->sector()) { ReverseSpike(actor); found = true; } } } } } return 0; } int DoSpikeAuto(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); int *lptr; lptr = &u->zclip; DoSpikeMove(actor, lptr); MoveSpritesWithSpike(sp->sectnum); SpikeAlign(actor); // 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(nullptr, 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 = (short)abs(u->vel_rate); u->z_tgt = sp->z; u->Tics = u->WaitTics; if (SP_TAG6(sp) && TEST_BOOL5(sp)) DoMatchEverything(nullptr, SP_TAG6(sp), -1); } } return 0; } #include "saveable.h" static saveable_code saveable_spike_code[] = { SAVE_CODE(DoSpike), SAVE_CODE(DoSpikeAuto), }; saveable_module saveable_spike = { // code saveable_spike_code, SIZ(saveable_spike_code), // data nullptr,0 }; END_SW_NS