//------------------------------------------------------------------------- /* 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 ReverseSpike(DSWActor* actor) { // if paused go ahead and start it up again if (actor->user.Tics) { actor->user.Tics = 0; SetSpikeActive(actor); return; } // moving toward to OFF pos if (actor->user.z_tgt == actor->user.oz) { if (actor->int_pos().Z == actor->user.oz) actor->user.z_tgt = actor->user.pos.Z; else if (actor->user.pos.Z == actor->user.oz) actor->user.z_tgt = actor->int_pos().Z; } else if (actor->user.z_tgt == actor->user.pos.Z) { if (actor->int_pos().Z == actor->user.oz) actor->user.z_tgt = actor->int_pos().Z; else if (actor->user.pos.Z == actor->user.oz) actor->user.z_tgt = actor->user.pos.Z; } actor->user.vel_rate = -actor->user.vel_rate; } bool SpikeSwitch(short match, short setting) { bool found = false; SWStatIterator it(STAT_DEFAULT); while (auto actor = it.Next()) { if (actor->spr.lotag == TAG_SPRITE_SWITCH_VATOR && actor->spr.hitag == match) { found = true; AnimateSwitch(actor, setting); } } return found; } void SetSpikeActive(DSWActor* actor) { sectortype* sectp = actor->sector(); if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) StartInterpolation(actor->sector(), Interp_Sect_Ceilingheinum); else StartInterpolation(actor->sector(), Interp_Sect_Floorheinum); InterpSectorSprites(actor->sector(), true); // play activate sound DoSoundSpotMatch(SP_TAG2(actor), 1, SOUND_OBJECT_TYPE); actor->user.Flags |= (SPR_ACTIVE); actor->user.Tics = 0; // moving to the ON position if (actor->user.z_tgt == actor->int_pos().Z) VatorSwitch(SP_TAG2(actor), true); else // moving to the OFF position if (actor->user.z_tgt == actor->user.pos.Z) VatorSwitch(SP_TAG2(actor), false); } void SetSpikeInactive(DSWActor* actor) { sectortype* sectp = actor->sector(); if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) StopInterpolation(sectp, Interp_Sect_Ceilingheinum); else StopInterpolation(sectp, Interp_Sect_Floorheinum); InterpSectorSprites(sectp, false); // play activate sound DoSoundSpotMatch(SP_TAG2(actor), 2, SOUND_OBJECT_TYPE); actor->user.Flags &= ~(SPR_ACTIVE); } // called for operation from the space bar void DoSpikeOperate(sectortype* sect) { short match; SWSectIterator it(sect); while (auto actor = it.Next()) { if (actor->spr.statnum == STAT_SPIKE && SP_TAG1(actor) == SECT_SPIKE && SP_TAG3(actor) == 0) { match = SP_TAG2(actor); 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) { SWStatIterator it(STAT_SPIKE); while (auto actor = it.Next()) { if (SP_TAG1(actor) == SECT_SPIKE && SP_TAG2(actor) == match) { if (actor->user.Flags & SPR_ACTIVE) { ReverseSpike(actor); continue; } SetSpikeActive(actor); } } } bool TestSpikeMatchActive(short match) { SWStatIterator it(STAT_SPIKE); while (auto actor = it.Next()) { if (SP_TAG1(actor) == SECT_SPIKE && SP_TAG2(actor) == match) { // door war if (TEST_BOOL6(actor)) continue; if (actor->user.Flags & (SPR_ACTIVE) || actor->user.Tics) return true; } } return false; } int DoSpikeMove(DSWActor* actor, int *lptr) { int zval; zval = *lptr; // if LESS THAN goal if (zval < actor->user.z_tgt) { // move it DOWN zval += (synctics * actor->user.jump_speed); actor->user.jump_speed += actor->user.vel_rate * synctics; // if the other way make it equal if (zval > actor->user.z_tgt) zval = actor->user.z_tgt; } // if GREATER THAN goal if (zval > actor->user.z_tgt) { // move it UP zval -= (synctics * actor->user.jump_speed); actor->user.jump_speed += actor->user.vel_rate * synctics; if (zval < actor->user.z_tgt) zval = actor->user.z_tgt; } *lptr = zval; return 0; } void SpikeAlign(DSWActor* actor) { // either work on single sector or all tagged in SOBJ if ((int8_t)SP_TAG7(actor) < 0) { if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) alignceilslope(actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->user.zclip); else alignflorslope(actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->user.zclip); } else { if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) SOBJ_AlignCeilingToPoint(&SectorObject[SP_TAG7(actor)], actor->int_pos().X, actor->int_pos().Y, actor->user.zclip); else SOBJ_AlignFloorToPoint(&SectorObject[SP_TAG7(actor)], actor->int_pos().X, actor->int_pos().Y, actor->user.zclip); } } void MoveSpritesWithSpike(sectortype* sect) { int cz,fz; SWSectIterator it(sect); while (auto actor = it.Next()) { if (actor->hasU()) continue; if ((actor->spr.extra & SPRX_STAY_PUT_VATOR)) continue; getzsofslopeptr(sect, actor->int_pos().X, actor->int_pos().Y, &cz, &fz); actor->set_int_z(fz); } } int DoSpike(DSWActor* actor) { int *lptr; // zclip = floor or ceiling z // oz = original z // z_tgt = target z - on pos // sz = starting z - off pos lptr = &actor->user.zclip; DoSpikeMove(actor, lptr); MoveSpritesWithSpike(actor->sector()); SpikeAlign(actor); // EQUAL this entry has finished if (*lptr == actor->user.z_tgt) { // in the ON position if (actor->user.z_tgt == actor->int_pos().Z) { // change target actor->user.z_tgt = actor->user.pos.Z; actor->user.vel_rate = -actor->user.vel_rate; SetSpikeInactive(actor); if (SP_TAG6(actor)) DoMatchEverything(nullptr, SP_TAG6(actor), -1); } else // in the OFF position if (actor->user.z_tgt == actor->user.pos.Z) { short match = SP_TAG2(actor); // change target actor->user.jump_speed = actor->user.vel_tgt; actor->user.vel_rate = (short)abs(actor->user.vel_rate); actor->user.z_tgt = actor->int_pos().Z; SetSpikeInactive(actor); // set Owner swith back to OFF // only if ALL spikes are inactive if (!TestSpikeMatchActive(match)) { //SpikeSwitch(match, OFF); } if (SP_TAG6(actor) && TEST_BOOL5(actor)) DoMatchEverything(nullptr, SP_TAG6(actor), -1); } // operate only once if (TEST_BOOL2(actor)) { SetSpikeInactive(actor); KillActor(actor); return 0; } // setup to go back to the original z if (*lptr != actor->user.oz) { if (actor->user.WaitTics) actor->user.Tics = actor->user.WaitTics; } } else // if (*lptr == actor->user.z_tgt) { // if heading for the OFF (original) position and should NOT CRUSH if (TEST_BOOL3(actor) && actor->user.z_tgt == actor->user.oz) { bool found = false; SWSectIterator it(actor->sector()); while (auto itActor = it.Next()) { if (actor->hasU() && (actor->spr.cstat & CSTAT_SPRITE_BLOCK) && (actor->spr.extra & SPRX_PLAYER_OR_ENEMY)) { ReverseSpike(actor); found = true; break; } } if (!found) { short pnum; PLAYER* pp; // go ahead and look for players clip box bounds TRAVERSE_CONNECT(pnum) { pp = Player + pnum; if (pp->lo_sectp == actor->sector() || pp->hi_sectp == actor->sector()) { ReverseSpike(actor); found = true; } } } } } return 0; } int DoSpikeAuto(DSWActor* actor) { int *lptr; lptr = &actor->user.zclip; DoSpikeMove(actor, lptr); MoveSpritesWithSpike(actor->sector()); SpikeAlign(actor); // EQUAL this entry has finished if (*lptr == actor->user.z_tgt) { // in the UP position if (actor->user.z_tgt == actor->int_pos().Z) { // change target actor->user.z_tgt = actor->user.pos.Z; actor->user.vel_rate = -actor->user.vel_rate; actor->user.Tics = actor->user.WaitTics; if (SP_TAG6(actor)) DoMatchEverything(nullptr, SP_TAG6(actor), -1); } else // in the DOWN position if (actor->user.z_tgt == actor->user.pos.Z) { // change target actor->user.jump_speed = actor->user.vel_tgt; actor->user.vel_rate = (short)abs(actor->user.vel_rate); actor->user.z_tgt = actor->int_pos().Z; actor->user.Tics = actor->user.WaitTics; if (SP_TAG6(actor) && TEST_BOOL5(actor)) DoMatchEverything(nullptr, SP_TAG6(actor), -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