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4bf0029c32
Everything ported to VMFunctions can now be saved natively and the DECISIONs never get stored in serialized pointers.
216 lines
5.3 KiB
C++
216 lines
5.3 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "names2.h"
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#include "game.h"
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#include "tags.h"
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#include "weapon.h"
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#include "sprite.h"
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//#include "ai.h"
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BEGIN_SW_NS
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SECTOR_OBJECT* DetectSectorObjectByWall(walltype*);
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void SOwallmove(SECTOR_OBJECT* sop, DSWActor* actor, walltype* find_wallp, double dist, DVector2& nvec)
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{
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int j,k,wallcount;
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walltype* wp;
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short startwall,endwall;
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sectortype* *sectp;
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if (!actor->hasU() || (sop->flags & SOBJ_SPRITE_OBJ))
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return;
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wallcount = 0;
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for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
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{
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// move all walls in sectors back to the original position
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for (auto& wal : (*sectp)->walls)
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{
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// find the one wall we want to adjust
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if (&wal == find_wallp)
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{
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// move orig x and y in saved angle
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auto ang = actor->user.sang;
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nvec = dist * ang.ToVector();
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sop->orig[wallcount] -= nvec;
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sop->flags |= (SOBJ_UPDATE_ONCE);
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return;
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}
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wallcount++;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoWallMove(DSWActor* actor)
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{
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short shade1, shade2;
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FTextureID texid1, texid2;
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bool found = false;
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bool SOsprite = false;
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double dist = SP_TAG13(actor) * maptoworld;
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DAngle ang = mapangle(SP_TAG4(actor));
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texid1 = actor->texparam;
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texid2 = actor->texparam2;
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shade1 = SP_TAG7(actor);
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shade2 = SP_TAG8(actor);
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int dang = ((int)SP_TAG10(actor)) << 3;
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if (dang)
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ang += mapangle(RandomRange(dang) - dang/2);
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DVector2 nvec = dist * ang.ToVector();
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for(auto& wal : wall)
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{
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if (wal.pos.X == actor->spr.pos.X && wal.pos.Y == actor->spr.pos.Y)
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{
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found = true;
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if ((wal.extra & WALLFX_SECTOR_OBJECT))
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{
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SECTOR_OBJECT* sop;
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sop = DetectSectorObjectByWall(&wal);
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ASSERT(sop);
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SOwallmove(sop, actor, &wal, dist, nvec);
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SOsprite = true;
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}
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else
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{
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wal.move(actor->spr.pos + nvec);
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}
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if (shade1)
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wal.shade = int8_t(shade1);
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if (texid1.isValid())
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wal.setwalltexture(texid1);
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// find the previous wall
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auto prev_wall = PrevWall(&wal);
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if (shade2)
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prev_wall->shade = int8_t(shade2);
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if (texid2.isValid())
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prev_wall->setwalltexture(texid2);
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}
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}
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SP_TAG9(actor)--;
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if ((int8_t)SP_TAG9(actor) <= 0)
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{
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KillActor(actor);
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}
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else
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{
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if (SOsprite)
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{
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// move the sprite offset from center
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actor->user.pos -= nvec;
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}
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else
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{
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actor->spr.pos += nvec;
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}
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}
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return found;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool CanSeeWallMove(DSWActor* caller, int match)
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{
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int i;
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bool found = false;
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SWStatIterator it(STAT_WALL_MOVE_CANSEE);
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while (auto actor = it.Next())
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{
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if (SP_TAG2(actor) == match)
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{
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found = true;
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if (cansee(caller->spr.pos, caller->sector(), actor->spr.pos, actor->sector()))
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{
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return true;
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}
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}
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}
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return !found;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoWallMoveMatch(short match)
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{
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bool found = false;
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// just all with the same matching tags
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SWStatIterator it(STAT_WALL_MOVE);
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while (auto actor = it.Next())
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{
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if (SP_TAG2(actor) == match)
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{
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found = true;
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DoWallMove(actor);
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}
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}
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return found;
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}
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END_SW_NS
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