raze/source/games/sw/src/wallmove.cpp
Christoph Oelckers 4bf0029c32 - remove lots of unneeded SAVE_CODE and SAVE_DATA declarations.
Everything ported to VMFunctions can now be saved natively and the DECISIONs never get stored in serialized pointers.
2023-05-28 11:19:35 +02:00

216 lines
5.3 KiB
C++

//-------------------------------------------------------------------------
/*
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 "game.h"
#include "tags.h"
#include "weapon.h"
#include "sprite.h"
//#include "ai.h"
BEGIN_SW_NS
SECTOR_OBJECT* DetectSectorObjectByWall(walltype*);
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SOwallmove(SECTOR_OBJECT* sop, DSWActor* actor, walltype* find_wallp, double dist, DVector2& nvec)
{
int j,k,wallcount;
walltype* wp;
short startwall,endwall;
sectortype* *sectp;
if (!actor->hasU() || (sop->flags & SOBJ_SPRITE_OBJ))
return;
wallcount = 0;
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
{
// move all walls in sectors back to the original position
for (auto& wal : (*sectp)->walls)
{
// find the one wall we want to adjust
if (&wal == find_wallp)
{
// move orig x and y in saved angle
auto ang = actor->user.sang;
nvec = dist * ang.ToVector();
sop->orig[wallcount] -= nvec;
sop->flags |= (SOBJ_UPDATE_ONCE);
return;
}
wallcount++;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoWallMove(DSWActor* actor)
{
short shade1, shade2;
FTextureID texid1, texid2;
bool found = false;
bool SOsprite = false;
double dist = SP_TAG13(actor) * maptoworld;
DAngle ang = mapangle(SP_TAG4(actor));
texid1 = actor->texparam;
texid2 = actor->texparam2;
shade1 = SP_TAG7(actor);
shade2 = SP_TAG8(actor);
int dang = ((int)SP_TAG10(actor)) << 3;
if (dang)
ang += mapangle(RandomRange(dang) - dang/2);
DVector2 nvec = dist * ang.ToVector();
for(auto& wal : wall)
{
if (wal.pos.X == actor->spr.pos.X && wal.pos.Y == actor->spr.pos.Y)
{
found = true;
if ((wal.extra & WALLFX_SECTOR_OBJECT))
{
SECTOR_OBJECT* sop;
sop = DetectSectorObjectByWall(&wal);
ASSERT(sop);
SOwallmove(sop, actor, &wal, dist, nvec);
SOsprite = true;
}
else
{
wal.move(actor->spr.pos + nvec);
}
if (shade1)
wal.shade = int8_t(shade1);
if (texid1.isValid())
wal.setwalltexture(texid1);
// find the previous wall
auto prev_wall = PrevWall(&wal);
if (shade2)
prev_wall->shade = int8_t(shade2);
if (texid2.isValid())
prev_wall->setwalltexture(texid2);
}
}
SP_TAG9(actor)--;
if ((int8_t)SP_TAG9(actor) <= 0)
{
KillActor(actor);
}
else
{
if (SOsprite)
{
// move the sprite offset from center
actor->user.pos -= nvec;
}
else
{
actor->spr.pos += nvec;
}
}
return found;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool CanSeeWallMove(DSWActor* caller, int match)
{
int i;
bool found = false;
SWStatIterator it(STAT_WALL_MOVE_CANSEE);
while (auto actor = it.Next())
{
if (SP_TAG2(actor) == match)
{
found = true;
if (cansee(caller->spr.pos, caller->sector(), actor->spr.pos, actor->sector()))
{
return true;
}
}
}
return !found;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoWallMoveMatch(short match)
{
bool found = false;
// just all with the same matching tags
SWStatIterator it(STAT_WALL_MOVE);
while (auto actor = it.Next())
{
if (SP_TAG2(actor) == match)
{
found = true;
DoWallMove(actor);
}
}
return found;
}
END_SW_NS