raze/source/games/blood/src/warp.cpp

342 lines
12 KiB
C++

//-------------------------------------------------------------------------
/*
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<DBloodActor*>(upper)->GetOwner())
{
Printf(PRINT_HIGH, "Unpartnered upper link in sector %d\n", snum);
sect.upperLink = nullptr;
}
DCoreActor* lower = sect.lowerLink;
if (lower && !static_cast<DBloodActor*>(lower)->GetOwner())
{
Printf(PRINT_HIGH, "Unpartnered lower link in sector %d\n", snum);
sect.lowerLink = nullptr;
}
snum++;
}
}
void warpInit(TArray<DBloodActor*>& 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<DBloodActor*>(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<DBloodActor*>(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<DBloodActor*>(pSector->upperLink);
auto aLower = barrier_cast<DBloodActor*>(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<DBloodActor*>((*pSector)->upperLink);
auto lower = barrier_cast<DBloodActor*>((*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