raze/source/games/sw/src/quake.cpp
Christoph Oelckers dd2ea96d6c turn players into DObjects and fix several bugs with bad memory access.
* DObjects may not be memset to 0.
* There was still code trying to retrieve the player index with pointer artithmetic. With an array of pointers this does not work.
2023-10-02 21:03:59 +02:00

321 lines
8.5 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 "gamecontrol.h"
#include "names2.h"
#include "game.h"
#include "tags.h"
#include "break.h"
#include "sprite.h"
BEGIN_SW_NS
inline int16_t& QUAKE_Match(DSWActor* actor) { return SP_TAG2(actor); }
inline uint8_t& QUAKE_Zamt(DSWActor* actor) { return SP_TAG3(actor); }
#define QUAKE_Radius(actor) (SP_TAG4(actor))
#define QUAKE_Duration(actor) (SP_TAG5(actor))
#define QUAKE_WaitSecs(actor) (SP_TAG6(actor))
#define QUAKE_AngAmt(actor) (SP_TAG7(actor))
#define QUAKE_PosAmt(actor) (SP_TAG8(actor))
#define QUAKE_RandomTest(actor) (SP_TAG9(actor))
#define QUAKE_WaitTics(actor) (SP_TAG13(actor))
#define QUAKE_TestDontTaper(actor) (TEST_BOOL1(actor))
#define QUAKE_KillAfterQuake(actor) (TEST_BOOL2(actor))
// only for timed quakes
#define QUAKE_WaitForTrigger(actor) (TEST_BOOL3(actor))
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void CopyQuakeSpotToOn(DSWActor* actor)
{
auto actorNew = insertActor(actor->sector(), STAT_QUAKE_SPOT);
actorNew->spr = actor->spr;
actorNew->clipdist = actor->clipdist;
actorNew->spr.cstat = 0;
actorNew->spr.extra = 0;
change_actor_stat(actorNew, STAT_QUAKE_ON);
QUAKE_Duration(actorNew) *= 120;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoQuakeMatch(short match)
{
SWStatIterator it(STAT_QUAKE_SPOT);
while (auto actor = it.Next())
{
if (QUAKE_Match(actor) == match)
{
if ((int16_t)QUAKE_WaitTics(actor) > 0)
{
// its not waiting any more
RESET_BOOL3(actor);
}
else
{
CopyQuakeSpotToOn(actor);
if (QUAKE_KillAfterQuake(actor))
{
KillActor(actor);
continue;
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ProcessQuakeOn(void)
{
SWStatIterator it(STAT_QUAKE_ON);
while (auto actor = it.Next())
{
// get rid of quake when timer runs out
QUAKE_Duration(actor) -= synctics*4;
if (QUAKE_Duration(actor) < 0)
{
KillActor(actor);
continue;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ProcessQuakeSpot(void)
{
int rand_test;
// check timed quakes and random quakes
SWStatIterator it(STAT_QUAKE_SPOT);
while (auto actor = it.Next())
{
// not a timed quake
if (!QUAKE_WaitSecs(actor))
continue;
// don't process unless triggered
if (QUAKE_WaitForTrigger(actor))
continue;
// spawn a quake if time is up
SET_SP_TAG13(actor, (QUAKE_WaitTics(actor)-4*synctics));
if ((int16_t)QUAKE_WaitTics(actor) < 0)
{
// reset timer - add in Duration of quake
SET_SP_TAG13(actor, (((QUAKE_WaitSecs(actor)*10) + QUAKE_Duration(actor)) * 120));
// spawn a quake if condition is met
rand_test = QUAKE_RandomTest(actor);
// wrong - all quakes need to happen at the same time on all computerssg
//if (!rand_test || (rand_test && StdRandomRange(128) < rand_test))
if (!rand_test || (rand_test && RandomRange(128) < rand_test))
{
CopyQuakeSpotToOn(actor);
// kill quake spot if needed
if (QUAKE_KillAfterQuake(actor))
{
DeleteNoSoundOwner(actor);
KillActor(actor);
continue;
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void QuakeViewChange(DSWPlayer* pp, DVector3& tpos, DAngle& tang)
{
DSWActor* save_act = nullptr;
double save_dist = 62500;
DVector3 tposdiff;
DAngle tangdiff;
if (paused)
return;
// find the closest quake - should be a strength value
DSWActor* actor = nullptr;
SWStatIterator it(STAT_QUAKE_ON);
while ((actor = it.Next()))
{
auto dist = (pp->GetActor()->getPosWithOffsetZ() - actor->spr.pos).Length();
// shake whole level
if (QUAKE_TestDontTaper(actor))
{
save_dist = dist;
save_act = actor;
break;
}
if (dist < save_dist)
{
save_dist = dist;
save_act = actor;
}
}
if (!save_act)
return;
else
actor = save_act;
double radius = QUAKE_Radius(actor) * 0.5;
if (save_dist > radius)
return;
tposdiff.Z = StdRandomRange(QUAKE_Zamt(actor)) - (QUAKE_Zamt(actor)/2);
int ang_amt = QUAKE_AngAmt(actor) * 4L;
tangdiff = mapangle(StdRandomRange(ang_amt) - (ang_amt/2));
int pos_amt = QUAKE_PosAmt(actor) * 4L;
tposdiff.XY() = DVector2(StdRandomRange(pos_amt) - (pos_amt/2), StdRandomRange(pos_amt) - (pos_amt/2)) * (1. / 4.);
if (!QUAKE_TestDontTaper(actor))
{
// scale values from epicenter
double dist_diff = radius - save_dist;
double scale_value = dist_diff / radius;
tposdiff *= scale_value;
tangdiff *= scale_value;
}
// Add difference values onto incoming references
tpos += tposdiff;
tang += tangdiff;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnQuake(sectortype* sect, const DVector3& pos, int tics, int amt, int radius)
{
auto actorNew = insertActor(sect, STAT_QUAKE_ON);
actorNew->spr.pos = pos;
actorNew->spr.cstat = 0;
actorNew->spr.extra = 0;
QUAKE_Match(actorNew) = -1;
QUAKE_Zamt(actorNew) = uint8_t(amt);
QUAKE_Radius(actorNew) = radius/8;
QUAKE_Duration(actorNew) = tics;
QUAKE_AngAmt(actorNew) = 8;
QUAKE_PosAmt(actorNew) = 0;
PlaySound(DIGI_ERUPTION, actorNew, v3df_follow|v3df_dontpan);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool SetQuake(DSWPlayer* pp, short tics, short amt)
{
SpawnQuake(pp->cursector, pp->GetActor()->getPosWithOffsetZ(), tics, amt, 30000);
return false;
}
int SetExpQuake(DSWActor* actor)
{
SpawnQuake(actor->sector(), actor->spr.pos, 40, 4, 20000); // !JIM! was 8, 40000
return 0;
}
int SetGunQuake(DSWActor* actor)
{
SpawnQuake(actor->sector(), actor->spr.pos, 40, 8, 40000);
return 0;
}
int SetPlayerQuake(DSWPlayer* pp)
{
SpawnQuake(pp->cursector, pp->GetActor()->getPosWithOffsetZ(), 40, 8, 40000);
return 0;
}
int SetNuclearQuake(DSWActor* actor)
{
SpawnQuake(actor->sector(), actor->spr.pos, 400, 8, 64000);
return 0;
}
int SetSumoQuake(DSWActor* actor)
{
SpawnQuake(actor->sector(), actor->spr.pos, 120, 4, 20000);
return 0;
}
int SetSumoFartQuake(DSWActor* actor)
{
SpawnQuake(actor->sector(), actor->spr.pos, 60, 4, 4000);
return 0;
}
END_SW_NS