raze/source/games/sw/src/slidor.cpp
2021-11-29 00:56:14 +01:00

666 lines
16 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 "panel.h"
#include "game.h"
#include "network.h"
#include "tags.h"
#include "sector.h"
#include "interpolate.h"
#include "misc.h"
#include "sprite.h"
#include "quotemgr.h"
BEGIN_SW_NS
void ReverseSlidor(DSWActor* actor)
{
USERp u = actor->u();
ROTATORp r;
r = u->rotator.Data();
// if paused go ahead and start it up again
if (u->Tics)
{
u->Tics = 0;
SetSlidorActive(actor);
return;
}
// moving toward to OFF pos
if (r->tgt == 0)
{
r->tgt = r->open_dest;
}
else if (r->tgt == r->open_dest)
{
r->tgt = 0;
}
r->vel = -r->vel;
}
bool SlidorSwitch(short match, short setting)
{
SPRITEp sp;
bool found = false;
SWStatIterator it(STAT_DEFAULT);
while (auto actor = it.Next())
{
sp = &actor->s();
if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
{
found = true;
AnimateSwitch(sp, setting);
}
}
return found;
}
void SetSlidorActive(DSWActor* actor)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
ROTATORp r;
r = u->rotator.Data();
DoSlidorInterp(actor, StartInterpolation);
// play activate sound
DoSoundSpotMatch(SP_TAG2(sp), 1, SOUND_OBJECT_TYPE);
SET(u->Flags, SPR_ACTIVE);
u->Tics = 0;
// moving to the OFF position
if (r->tgt == 0)
VatorSwitch(SP_TAG2(sp), OFF);
else
VatorSwitch(SP_TAG2(sp), ON);
}
void SetSlidorInactive(DSWActor* actor)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
DoSlidorInterp(actor, StopInterpolation);
// play inactivate sound
DoSoundSpotMatch(SP_TAG2(sp), 2, SOUND_OBJECT_TYPE);
RESET(u->Flags, SPR_ACTIVE);
}
// called for operation from the space bar
void DoSlidorOperate(PLAYERp pp, short sectnum)
{
short match;
match = sector[sectnum].hitag;
if (match > 0)
{
if (!TestSlidorMatchActive(match))
DoSlidorMatch(pp, match, true);
}
}
// called from switches and triggers
// returns first vator found
void DoSlidorMatch(PLAYERp pp, short match, bool manual)
{
USERp fu;
SPRITEp fsp;
short sectnum;
SWStatIterator it(STAT_SLIDOR);
while (auto actor = it.Next())
{
fsp = &actor->s();
if (SP_TAG1(fsp) == SECT_SLIDOR && SP_TAG2(fsp) == match)
{
fu = actor->u();
// single play only vator
// bool 8 must be set for message to display
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
{
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXTS_SPONLY"));
continue;
}
// switch trigger only
if (SP_TAG3(fsp) == 1)
{
// tried to manually operat a switch/trigger only
if (manual)
continue;
}
sectnum = fsp->sectnum;
if (pp && SectUser[sectnum].Data() && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->number)
{
short key_num;
key_num = SectUser[sectnum]->number;
{
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_DOORMSG + key_num - 1));
return;
}
}
if (TEST(fu->Flags, SPR_ACTIVE))
{
ReverseSlidor(actor);
continue;
}
SetSlidorActive(actor);
}
}
}
bool TestSlidorMatchActive(short match)
{
USERp fu;
SPRITEp fsp;
SWStatIterator it(STAT_SLIDOR);
while (auto actor = it.Next())
{
fsp = &actor->s();
if (SP_TAG1(fsp) == SECT_SLIDOR && SP_TAG2(fsp) == match)
{
fu = actor->u();
// Does not have to be inactive to be operated
if (TEST_BOOL6(fsp))
continue;
if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
return true;
}
}
return false;
}
void DoSlidorInterp(DSWActor* actor, INTERP_FUNC interp_func)
{
auto sp = &actor->s();
short w, pw, startwall, endwall;
w = startwall = sector[sp->sectnum].wallptr;
endwall = startwall + sector[sp->sectnum].wallnum - 1;
do
{
switch (wall[w].lotag)
{
case TAG_WALL_SLIDOR_LEFT:
{
// prev wall
pw = w - 1;
if (w < startwall)
pw = endwall;
uint16_t const nextwall = wall[w].nextwall;
if (!validWallIndex(nextwall))
{
// white wall - move 4 points
interp_func(w, Interp_Wall_X);
interp_func(pw, Interp_Wall_X);
interp_func(wall[w].point2, Interp_Wall_X);
interp_func(wall[wall[w].point2].point2, Interp_Wall_X);
}
else
{
// red wall - move 2 points
interp_func(w, Interp_Wall_X);
interp_func(wall[nextwall].point2, Interp_Wall_X);
interp_func(wall[w].point2, Interp_Wall_X);
interp_func(wall[wall[wall[w].point2].nextwall].point2, Interp_Wall_X);
}
break;
}
case TAG_WALL_SLIDOR_RIGHT:
{
// prev wall
pw = w - 1;
if (w < startwall)
pw = endwall;
uint16_t const nextwall = wall[w].nextwall;
if (!validWallIndex(nextwall))
{
// white wall - move 4 points
interp_func(w, Interp_Wall_X);
interp_func(pw, Interp_Wall_X);
interp_func(wall[w].point2, Interp_Wall_X);
interp_func(wall[wall[w].point2].point2, Interp_Wall_X);
}
else
{
// red wall - move 2 points
interp_func(w, Interp_Wall_X);
interp_func(wall[nextwall].point2, Interp_Wall_X);
interp_func(wall[w].point2, Interp_Wall_X);
interp_func(wall[wall[wall[w].point2].nextwall].point2, Interp_Wall_X);
}
break;
}
case TAG_WALL_SLIDOR_UP:
{
// prev wall
pw = w - 1;
if (w < startwall)
pw = endwall;
uint16_t const nextwall = wall[w].nextwall;
if (!validWallIndex(nextwall))
{
interp_func(w, Interp_Wall_Y);
interp_func(pw, Interp_Wall_Y);
interp_func(wall[w].point2, Interp_Wall_Y);
interp_func(wall[wall[w].point2].point2, Interp_Wall_Y);
}
else
{
interp_func(w, Interp_Wall_Y);
interp_func(wall[nextwall].point2, Interp_Wall_Y);
interp_func(wall[w].point2, Interp_Wall_Y);
interp_func(wall[wall[wall[w].point2].nextwall].point2, Interp_Wall_Y);
}
break;
}
case TAG_WALL_SLIDOR_DOWN:
{
// prev wall
pw = w - 1;
if (w < startwall)
pw = endwall;
uint16_t const nextwall = wall[w].nextwall;
if (!validWallIndex(nextwall))
{
interp_func(w, Interp_Wall_Y);
interp_func(pw, Interp_Wall_Y);
interp_func(wall[w].point2, Interp_Wall_Y);
interp_func(wall[wall[w].point2].point2, Interp_Wall_Y);
}
else
{
interp_func(w, Interp_Wall_Y);
interp_func(wall[nextwall].point2, Interp_Wall_Y);
interp_func(wall[w].point2, Interp_Wall_Y);
interp_func(wall[wall[wall[w].point2].nextwall].point2, Interp_Wall_Y);
}
break;
}
}
w = wall[w].point2;
}
while (w != startwall);
}
int DoSlidorMoveWalls(DSWActor* actor, int amt)
{
auto sp = &actor->s();
short w, pw, startwall, endwall;
w = startwall = sector[sp->sectnum].wallptr;
endwall = startwall + sector[sp->sectnum].wallnum - 1;
do
{
switch (wall[w].lotag)
{
case TAG_WALL_SLIDOR_LEFT:
// prev wall
pw = w - 1;
if (w < startwall)
pw = endwall;
if (!validWallIndex(wall[w].nextwall))
{
// white wall - move 4 points
wall[w].x -= amt;
wall[pw].x -= amt;
wall[wall[w].point2].x -= amt;
wall[wall[wall[w].point2].point2].x -= amt;
}
else
{
// red wall - move 2 points
dragpoint(w, wall[w].x - amt, wall[w].y, 0);
dragpoint(wall[w].point2, wall[wall[w].point2].x - amt, wall[wall[w].point2].y, 0);
}
break;
case TAG_WALL_SLIDOR_RIGHT:
// prev wall
pw = w - 1;
if (w < startwall)
pw = endwall;
if (!validWallIndex(wall[w].nextwall))
{
// white wall - move 4 points
wall[w].x += amt;
wall[pw].x += amt;
wall[wall[w].point2].x += amt;
wall[wall[wall[w].point2].point2].x += amt;
}
else
{
// red wall - move 2 points
dragpoint(w, wall[w].x + amt, wall[w].y, 0);
dragpoint(wall[w].point2, wall[wall[w].point2].x + amt, wall[wall[w].point2].y, 0);
}
break;
case TAG_WALL_SLIDOR_UP:
// prev wall
pw = w - 1;
if (w < startwall)
pw = endwall;
if (!validWallIndex(wall[w].nextwall))
{
wall[w].y -= amt;
wall[pw].y -= amt;
wall[wall[w].point2].y -= amt;
wall[wall[wall[w].point2].point2].y -= amt;
}
else
{
dragpoint(w, wall[w].x, wall[w].y - amt, 0);
dragpoint(wall[w].point2, wall[wall[w].point2].x, wall[wall[w].point2].y - amt, 0);
}
break;
case TAG_WALL_SLIDOR_DOWN:
// prev wall
pw = w - 1;
if (w < startwall)
pw = endwall;
if (!validWallIndex(wall[w].nextwall))
{
wall[w].y += amt;
wall[pw].y += amt;
wall[wall[w].point2].y += amt;
wall[wall[wall[w].point2].point2].y += amt;
}
else
{
dragpoint(w, wall[w].x, wall[w].y + amt, 0);
dragpoint(wall[w].point2, wall[wall[w].point2].x, wall[wall[w].point2].y + amt, 0);
}
break;
}
w = wall[w].point2;
}
while (w != startwall);
return 0;
}
int DoSlidorInstantClose(DSWActor* actor)
{
SPRITEp sp = &actor->s();
short w, startwall;
int diff;
w = startwall = sector[sp->sectnum].wallptr;
do
{
switch (wall[w].lotag)
{
case TAG_WALL_SLIDOR_LEFT:
diff = wall[w].x - sp->x;
DoSlidorMoveWalls(actor, diff);
break;
case TAG_WALL_SLIDOR_RIGHT:
diff = wall[w].x - sp->x;
DoSlidorMoveWalls(actor, -diff);
break;
case TAG_WALL_SLIDOR_UP:
diff = wall[w].y - sp->y;
DoSlidorMoveWalls(actor, diff);
break;
case TAG_WALL_SLIDOR_DOWN:
diff = wall[w].y - sp->y;
DoSlidorMoveWalls(actor, -diff);
break;
}
w = wall[w].point2;
}
while (w != startwall);
return 0;
}
int DoSlidor(DSWActor* actor)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
ROTATORp r;
int old_pos;
bool kill = false;
r = u->rotator.Data();
// Example - ang pos moves from 0 to 512 <<OR>> from 0 to -512
old_pos = r->pos;
// control SPEED of swinging
if (r->pos < r->tgt)
{
// Increment swing angle
r->pos += r->speed;
r->speed += r->vel;
// if the other way make it equal
if (r->pos > r->tgt)
r->pos = r->tgt;
}
if (r->pos > r->tgt)
{
// Increment swing angle
r->pos -= r->speed;
r->speed += r->vel;
// if the other way make it equal
if (r->pos < r->tgt)
r->pos = r->tgt;
}
if (r->pos == r->tgt)
{
// If ang is OPEN
if (r->pos == r->open_dest)
{
// new tgt is CLOSED (0)
r->tgt = 0;
r->vel = -r->vel;
SetSlidorInactive(actor);
if (SP_TAG6(sp) && !TEST_BOOL8(sp))
DoMatchEverything(nullptr, SP_TAG6(sp), -1);
// wait a bit and close it
if (u->WaitTics)
u->Tics = u->WaitTics;
}
else
// If ang is CLOSED then
if (r->pos == 0)
{
short match = SP_TAG2(sp);
// new tgt is OPEN (open)
r->speed = r->orig_speed;
r->vel = labs(r->vel);
r->tgt = r->open_dest;
SetSlidorInactive(actor);
RESET_BOOL8(sp);
// set Owner swith back to OFF
// only if ALL vators are inactive
if (!TestSlidorMatchActive(match))
{
//SlidorSwitch(match, OFF);
}
if (SP_TAG6(sp) && TEST_BOOL8(sp))
DoMatchEverything(nullptr, SP_TAG6(sp), -1);
}
if (TEST_BOOL2(sp))
kill = true;
}
else
{
// if heading for the OFF (original) position and should NOT CRUSH
if (TEST_BOOL3(sp) && r->tgt == 0)
{
SPRITEp bsp;
USERp bu;
bool found = false;
SWSectIterator it(sp->sectnum);
while (auto itActor = it.Next())
{
bsp = &itActor->s();
bu = itActor->u();
if (bu && TEST(bsp->cstat, CSTAT_SPRITE_BLOCK) && TEST(bsp->extra, SPRX_PLAYER_OR_ENEMY))
{
// found something blocking so reverse to ON position
ReverseSlidor(actor);
SET_BOOL8(sp); // tell vator that something blocking door
found = true;
break;
}
}
if (!found)
{
short pnum;
PLAYERp pp;
// go ahead and look for players clip box bounds
TRAVERSE_CONNECT(pnum)
{
pp = Player + pnum;
if (pp->lo_sectp == &sector[sp->sectnum] ||
pp->hi_sectp == &sector[sp->sectnum])
{
ReverseSlidor(actor);
u->vel_rate = -u->vel_rate;
found = true;
}
}
}
}
}
DoSlidorMoveWalls(actor, r->pos - old_pos);
if (kill)
{
SetSlidorInactive(actor);
KillActor(actor);
return 0;
}
return 0;
}
#include "saveable.h"
static saveable_code saveable_slidor_code[] =
{
SAVE_CODE(DoSlidor),
};
saveable_module saveable_slidor =
{
// code
saveable_slidor_code,
SIZ(saveable_slidor_code),
// data
nullptr,0
};
END_SW_NS