//------------------------------------------------------------------------- /* 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! #include "build.h" #include "blood.h" BEGIN_BLD_NS ZONE gStartZone[8]; #ifdef NOONE_EXTENSIONS ZONE gStartZoneTeam1[8]; ZONE gStartZoneTeam2[8]; bool gTeamsSpawnUsed = false; #endif void validateLinks() { int snum = 0; for (auto& sect: sector) { DCoreActor* upper = sect.upperLink; if (upper && !static_cast(upper)->GetOwner()) { Printf(PRINT_HIGH, "Unpartnered upper link in sector %d\n", snum); sect.upperLink = nullptr; } DCoreActor* lower = sect.lowerLink; if (lower && !static_cast(lower)->GetOwner()) { Printf(PRINT_HIGH, "Unpartnered lower link in sector %d\n", snum); sect.lowerLink = nullptr; } snum++; } } void warpInit(TArray& actors) { #ifdef NOONE_EXTENSIONS int team1 = 0; int team2 = 0; gTeamsSpawnUsed = false; // increment if team start positions specified. #endif for(auto actor : actors) { if (!actor->exists()) continue; 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]; pZone->x = pSprite->pos.X; pZone->y = pSprite->pos.Y; pZone->z = pSprite->pos.Z; pZone->sector = pSprite->sector(); 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->pos.X; pZone->y = pSprite->pos.Y; pZone->z = pSprite->pos.Z; pZone->sector = pSprite->sector(); pZone->ang = pSprite->ang; #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->pos.X; pZone->y = pSprite->pos.Y; pZone->z = pSprite->pos.Z; pZone->sector = pSprite->sector(); pZone->ang = pSprite->ang; team1++; } else if (pXSprite->data2 == 2) { pZone = &gStartZoneTeam2[team2]; pZone->x = pSprite->pos.X; pZone->y = pSprite->pos.Y; pZone->z = pSprite->pos.Z; pZone->sector = pSprite->sector(); pZone->ang = pSprite->ang; team2++; } } #endif } DeleteSprite(actor); } break; case kMarkerUpLink: pSprite->sector()->upperLink = actor; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_ALL; break; case kMarkerLowLink: pSprite->sector()->lowerLink = actor; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_ALL; break; case kMarkerUpWater: case kMarkerUpStack: case kMarkerUpGoo: pSprite->sector()->upperLink = actor; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_ALL; pSprite->pos.Z = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); break; case kMarkerLowWater: case kMarkerLowStack: case kMarkerLowGoo: pSprite->sector()->lowerLink = actor; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_ALL; pSprite->pos.Z = getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); break; } } } #ifdef NOONE_EXTENSIONS // 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); } } #endif for(auto& sect: sector) { auto actor = barrier_cast(sect.upperLink); if (actor && actor->hasX()) { spritetype *pSprite = &actor->s(); XSPRITE *pXSprite = &actor->x(); int nLink = pXSprite->data1; for(auto& sect: sector) { auto actor2 = barrier_cast(sect.lowerLink); if (actor2 && actor2->hasX()) { spritetype *pSprite2 = &actor2->s(); XSPRITE *pXSprite2 = &actor2->x(); if (pXSprite2->data1 == nLink) { actor->SetOwner(actor2); actor2->SetOwner(actor); } } } } } validateLinks(); } int CheckLink(DBloodActor *actor) { auto pSprite = &actor->s(); auto pSector = pSprite->sector(); auto aUpper = barrier_cast(pSector->upperLink); auto aLower = barrier_cast(pSector->lowerLink); if (aUpper) { spritetype* pUpper = &aUpper->s(); int z; if (pUpper->type == kMarkerUpLink) z = pUpper->pos.Z; else z = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); if (z <= pSprite->pos.Z) { aLower = aUpper->GetOwner(); assert(aLower); spritetype *pLower = &aLower->s(); assert(pLower->insector()); ChangeActorSect(actor, pLower->sector()); pSprite->pos.X += pLower->pos.X - pUpper->pos.X; pSprite->pos.Y += pLower->pos.Y - pUpper->pos.Y; int z2; if (pLower->type == kMarkerLowLink) z2 = pLower->pos.Z; else z2 = getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); pSprite->pos.Z += z2-z; actor->interpolated = false; return pUpper->type; } } if (aLower) { spritetype *pLower = &aLower->s(); int z; if (pLower->type == kMarkerLowLink) z = pLower->pos.Z; else z = getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); if (z >= pSprite->pos.Z) { aUpper = aLower->GetOwner(); assert(aUpper); spritetype *pUpper = &aUpper->s(); assert(pUpper->insector()); ChangeActorSect(actor, pUpper->sector()); pSprite->pos.X += pUpper->pos.X - pLower->pos.X; pSprite->pos.Y += pUpper->pos.Y - pLower->pos.Y; int z2; if (pUpper->type == kMarkerUpLink) z2 = pUpper->pos.Z; else z2 = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); pSprite->pos.Z += z2-z; actor->interpolated = false; return pLower->type; } } return 0; } int CheckLink(int *x, int *y, int *z, sectortype** pSector) { auto upper = barrier_cast((*pSector)->upperLink); auto lower = barrier_cast((*pSector)->lowerLink); if (upper) { spritetype *pUpper = &upper->s(); int z1; if (pUpper->type == kMarkerUpLink) z1 = pUpper->pos.Z; else z1 = getflorzofslopeptr(*pSector, *x, *y); if (z1 <= *z) { lower = upper->GetOwner(); assert(lower); spritetype *pLower = &lower->s(); assert(pLower->insector()); *pSector = pLower->sector(); *x += pLower->pos.X - pUpper->pos.X; *y += pLower->pos.Y - pUpper->pos.Y; int z2; if (pUpper->type == kMarkerLowLink) z2 = pLower->pos.Z; else z2 = getceilzofslopeptr(*pSector, *x, *y); *z += z2-z1; return pUpper->type; } } if (lower) { spritetype *pLower = &lower->s(); int z1; if (pLower->type == kMarkerLowLink) z1 = pLower->pos.Z; else z1 = getceilzofslopeptr(*pSector, *x, *y); if (z1 >= *z) { upper = lower->GetOwner(); assert(upper); spritetype *pUpper = &upper->s(); assert(pUpper); *pSector = pUpper->sector(); *x += pUpper->pos.X - pLower->pos.X; *y += pUpper->pos.Y - pLower->pos.Y; int z2; if (pLower->type == kMarkerUpLink) z2 = pUpper->pos.Z; else z2 = getflorzofslopeptr(*pSector, *x, *y); *z += z2-z1; return pLower->type; } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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.sector) ("angle", w.ang) .EndObject(); } return arc; } void SerializeWarp(FSerializer& arc) { if (arc.BeginObject("warp")) { arc.Array("startzone", gStartZone, kMaxPlayers) .EndObject(); } } END_BLD_NS