raze/source/blood/src/warp.cpp
Grind Core 70e0ed9ec4 - Refactor: added names for powerups and updated some old.
- AI: there is printing error message in conosole added (instead of dassert)
- Updates for Player Control modern type

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/actor.h
#	source/blood/src/globals.cpp
#	source/blood/src/globals.h
#	source/blood/src/player.h
#	source/blood/src/sound.cpp
#	source/blood/src/triggers.cpp
#	source/blood/src/triggers.h
#	source/blood/src/view.cpp
#	source/blood/src/weapon.cpp
#	source/blood/src/weapon.h
2019-10-20 12:30:16 +02:00

323 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 "compat.h"
#include "common_game.h"
#include "blood.h"
#include "db.h"
#include "gameutil.h"
#include "levels.h"
#include "loadsave.h"
#include "view.h"
#include "warp.h"
BEGIN_BLD_NS
ZONE gStartZone[8];
ZONE gStartZoneTeam1[8];
ZONE gStartZoneTeam2[8];
bool gTeamsSpawnUsed = false;
void warpInit(void)
{
for (int i = 0; i < kMaxSectors; i++)
{
gUpperLink[i] = -1;
gLowerLink[i] = -1;
}
int team1 = 0; int team2 = 0; // increment if team start positions specified.
for (int nSprite = 0; nSprite < kMaxSprites; nSprite++)
{
if (sprite[nSprite].statnum < kMaxStatus) {
spritetype *pSprite = &sprite[nSprite];
int nXSprite = pSprite->extra;
if (nXSprite > 0) {
XSPRITE *pXSprite = &xsprite[nXSprite];
switch (pSprite->type) {
case kMarkerSPStart:
if (gGameOptions.nGameType < 2 && pXSprite->data1 >= 0 && pXSprite->data1 < kMaxPlayers) {
ZONE *pZone = &gStartZone[pXSprite->data1];
pZone->x = pSprite->x;
pZone->y = pSprite->y;
pZone->z = pSprite->z;
pZone->sectnum = pSprite->sectnum;
pZone->ang = pSprite->ang;
}
DeleteSprite(nSprite);
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->x;
pZone->y = pSprite->y;
pZone->z = pSprite->z;
pZone->sectnum = pSprite->sectnum;
pZone->ang = pSprite->ang;
// By NoOne: 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->x;
pZone->y = pSprite->y;
pZone->z = pSprite->z;
pZone->sectnum = pSprite->sectnum;
pZone->ang = pSprite->ang;
team1++;
} else if (pXSprite->data2 == 2) {
pZone = &gStartZoneTeam2[team2];
pZone->x = pSprite->x;
pZone->y = pSprite->y;
pZone->z = pSprite->z;
pZone->sectnum = pSprite->sectnum;
pZone->ang = pSprite->ang;
team2++;
}
}
}
DeleteSprite(nSprite);
}
break;
case kMarkerUpLink:
gUpperLink[pSprite->sectnum] = nSprite;
pSprite->cstat |= 32768;
pSprite->cstat &= ~257;
break;
case kMarkerLowLink:
gLowerLink[pSprite->sectnum] = nSprite;
pSprite->cstat |= 32768;
pSprite->cstat &= ~257;
break;
case kMarkerUpWater:
case kMarkerUpStack:
case kMarkerUpGoo:
gUpperLink[pSprite->sectnum] = nSprite;
pSprite->cstat |= 32768;
pSprite->cstat &= ~257;
pSprite->z = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
break;
case kMarkerLowWater:
case kMarkerLowStack:
case kMarkerLowGoo:
gLowerLink[pSprite->sectnum] = nSprite;
pSprite->cstat |= 32768;
pSprite->cstat &= ~257;
pSprite->z = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
break;
}
}
}
}
// 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)
//_ShowMessageWindow("At least 4 spawn positions for each team is recommended.");
}
for (int i = 0; i < kMaxSectors; i++)
{
int nSprite = gUpperLink[i];
if (nSprite >= 0)
{
spritetype *pSprite = &sprite[nSprite];
int nXSprite = pSprite->extra;
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
XSPRITE *pXSprite = &xsprite[nXSprite];
int nLink = pXSprite->data1;
for (int j = 0; j < kMaxSectors; j++)
{
int nSprite2 = gLowerLink[j];
if (nSprite2 >= 0)
{
spritetype *pSprite2 = &sprite[nSprite2];
int nXSprite = pSprite2->extra;
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
XSPRITE *pXSprite2 = &xsprite[nXSprite];
if (pXSprite2->data1 == nLink)
{
pSprite->owner = gLowerLink[j];
pSprite2->owner = gUpperLink[i];
}
}
}
}
}
}
int CheckLink(spritetype *pSprite)
{
int nSector = pSprite->sectnum;
int nUpper = gUpperLink[nSector];
int nLower = gLowerLink[nSector];
if (nUpper >= 0)
{
spritetype *pUpper = &sprite[nUpper];
int z;
if (pUpper->type == kMarkerUpLink)
z = pUpper->z;
else
z = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
if (z <= pSprite->z)
{
nLower = pUpper->owner;
dassert(nLower >= 0 && nLower < kMaxSprites);
spritetype *pLower = &sprite[nLower];
dassert(pLower->sectnum >= 0 && pLower->sectnum < kMaxSectors);
ChangeSpriteSect(pSprite->index, pLower->sectnum);
pSprite->x += pLower->x-pUpper->x;
pSprite->y += pLower->y-pUpper->y;
int z2;
if (pLower->type == kMarkerLowLink)
z2 = pLower->z;
else
z2 = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
pSprite->z += z2-z;
ClearBitString(gInterpolateSprite, pSprite->index);
return pUpper->type;
}
}
if (nLower >= 0)
{
spritetype *pLower = &sprite[nLower];
int z;
if (pLower->type == kMarkerLowLink)
z = pLower->z;
else
z = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
if (z >= pSprite->z)
{
nUpper = pLower->owner;
dassert(nUpper >= 0 && nUpper < kMaxSprites);
spritetype *pUpper = &sprite[nUpper];
dassert(pUpper->sectnum >= 0 && pUpper->sectnum < kMaxSectors);
ChangeSpriteSect(pSprite->index, pUpper->sectnum);
pSprite->x += pUpper->x-pLower->x;
pSprite->y += pUpper->y-pLower->y;
int z2;
if (pUpper->type == kMarkerUpLink)
z2 = pUpper->z;
else
z2 = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
pSprite->z += z2-z;
ClearBitString(gInterpolateSprite, pSprite->index);
return pLower->type;
}
}
return 0;
}
int CheckLink(int *x, int *y, int *z, int *nSector)
{
int nUpper = gUpperLink[*nSector];
int nLower = gLowerLink[*nSector];
if (nUpper >= 0)
{
spritetype *pUpper = &sprite[nUpper];
int z1;
if (pUpper->type == kMarkerUpLink)
z1 = pUpper->z;
else
z1 = getflorzofslope(*nSector, *x, *y);
if (z1 <= *z)
{
nLower = pUpper->owner;
dassert(nLower >= 0 && nLower < kMaxSprites);
spritetype *pLower = &sprite[nLower];
dassert(pLower->sectnum >= 0 && pLower->sectnum < kMaxSectors);
*nSector = pLower->sectnum;
*x += pLower->x-pUpper->x;
*y += pLower->y-pUpper->y;
int z2;
if (pUpper->type == kMarkerLowLink)
z2 = pLower->z;
else
z2 = getceilzofslope(*nSector, *x, *y);
*z += z2-z1;
return pUpper->type;
}
}
if (nLower >= 0)
{
spritetype *pLower = &sprite[nLower];
int z1;
if (pLower->type == kMarkerLowLink)
z1 = pLower->z;
else
z1 = getceilzofslope(*nSector, *x, *y);
if (z1 >= *z)
{
nUpper = pLower->owner;
dassert(nUpper >= 0 && nUpper < kMaxSprites);
spritetype *pUpper = &sprite[nUpper];
dassert(pUpper->sectnum >= 0 && pUpper->sectnum < kMaxSectors);
*nSector = pUpper->sectnum;
*x += pUpper->x-pLower->x;
*y += pUpper->y-pLower->y;
int z2;
if (pLower->type == kMarkerUpLink)
z2 = pUpper->z;
else
z2 = getflorzofslope(*nSector, *x, *y);
*z += z2-z1;
return pLower->type;
}
}
return 0;
}
class WarpLoadSave : public LoadSave
{
public:
virtual void Load();
virtual void Save();
};
void WarpLoadSave::Load()
{
Read(gStartZone, sizeof(gStartZone));
Read(gUpperLink, sizeof(gUpperLink));
Read(gLowerLink, sizeof(gLowerLink));
}
void WarpLoadSave::Save()
{
Write(gStartZone, sizeof(gStartZone));
Write(gUpperLink, sizeof(gUpperLink));
Write(gLowerLink, sizeof(gLowerLink));
}
static WarpLoadSave *myLoadSave;
void WarpLoadSaveConstruct(void)
{
myLoadSave = new WarpLoadSave();
}
END_BLD_NS