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585 lines
16 KiB
C++
585 lines
16 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 "panel.h"
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#include "game.h"
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#include "network.h"
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#include "tags.h"
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#include "sector.h"
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#include "interpolate.h"
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#include "misc.h"
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#include "sprite.h"
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#include "weapon.h"
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#include "quotemgr.h"
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BEGIN_SW_NS
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void DoVatorMatch(PLAYER* pp, short match);
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bool TestVatorMatchActive(short match);
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void ReverseVator(DSWActor* actor)
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{
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// if paused go ahead and start it up again
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if (actor->user.Tics)
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{
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actor->user.Tics = 0;
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SetVatorActive(actor);
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return;
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}
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// moving toward to OFF pos
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if (actor->user.z_tgt == actor->user.oz)
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{
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if (actor->spr.pos.Z == actor->user.oz)
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actor->user.z_tgt = actor->user.pos.Z;
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else if (actor->user.pos.Z == actor->user.oz)
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actor->user.z_tgt = actor->spr.pos.Z;
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}
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else if (actor->user.z_tgt == actor->user.pos.Z)
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{
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if (actor->spr.pos.Z == actor->user.oz)
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actor->user.z_tgt = actor->spr.pos.Z;
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else if (actor->user.pos.Z == actor->user.oz)
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actor->user.z_tgt = actor->user.pos.Z;
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}
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actor->user.vel_rate = -actor->user.vel_rate;
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}
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bool VatorSwitch(short match, short setting)
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{
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bool found = false;
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SWStatIterator it(STAT_DEFAULT);
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while (auto actor = it.Next())
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{
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if (actor->spr.lotag == TAG_SPRITE_SWITCH_VATOR && actor->spr.hitag == match)
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{
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found = true;
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AnimateSwitch(actor, setting);
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}
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}
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return found;
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}
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void SetVatorActive(DSWActor* actor)
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{
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sectortype* sectp = actor->sector();
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if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP))
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StartInterpolation(actor->sector(), Interp_Sect_Ceilingz);
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else
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StartInterpolation(actor->sector(), Interp_Sect_Floorz);
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InterpSectorSprites(actor->sector(), true);
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// play activate sound
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DoSoundSpotMatch(SP_TAG2(actor), 1, SOUND_OBJECT_TYPE);
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actor->user.Flags |= (SPR_ACTIVE);
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actor->user.Tics = 0;
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// moving to the ON position
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if (actor->user.z_tgt == actor->spr.pos.Z)
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VatorSwitch(SP_TAG2(actor), true);
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else
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// moving to the OFF position
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if (actor->user.z_tgt == actor->user.pos.Z)
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VatorSwitch(SP_TAG2(actor), false);
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}
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void SetVatorInactive(DSWActor* actor)
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{
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sectortype* sectp = actor->sector();
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if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP))
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StopInterpolation(actor->sector(), Interp_Sect_Ceilingz);
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else
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StopInterpolation(actor->sector(), Interp_Sect_Floorz);
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InterpSectorSprites(actor->sector(), false);
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// play inactivate sound
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DoSoundSpotMatch(SP_TAG2(actor), 2, SOUND_OBJECT_TYPE);
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actor->user.Flags &= ~(SPR_ACTIVE);
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}
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// called for operation from the space bar
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void DoVatorOperate(PLAYER* pp, sectortype* sect)
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{
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short match;
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SWSectIterator it(sect);
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while (auto actor = it.Next())
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{
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if (actor->spr.statnum == STAT_VATOR && SP_TAG1(actor) == SECT_VATOR && SP_TAG3(actor) == 0)
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{
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auto fsect = actor->sector();
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// single play only vator
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// bool 8 must be set for message to display
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if (TEST_BOOL4(actor) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
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{
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if (pp && TEST_BOOL11(actor)) PutStringInfo(pp,"This only opens in single play.");
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continue;
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}
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match = SP_TAG2(actor);
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if (match > 0)
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{
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if (!TestVatorMatchActive(match))
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DoVatorMatch(pp, match);
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return;
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}
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if (pp && fsect->hasU() && fsect->stag == SECT_LOCK_DOOR && fsect->number)
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{
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short key_num;
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key_num = fsect->number;
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{
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PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_DOORMSG + key_num - 1));
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return;
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}
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}
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SetVatorActive(actor);
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break;
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}
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}
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}
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// called from switches and triggers
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// returns first vator found
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void DoVatorMatch(PLAYER* pp, short match)
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{
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SWStatIterator it(STAT_VATOR);
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while (auto actor = it.Next())
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{
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if (SP_TAG1(actor) == SECT_VATOR && SP_TAG2(actor) == match)
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{
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// single play only vator
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// bool 8 must be set for message to display
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if (TEST_BOOL4(actor) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
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{
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if (pp && TEST_BOOL11(actor)) PutStringInfo(pp, GStrings("TXTS_SPONLY"));
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continue;
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}
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// lock code
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auto fsect = actor->sector();
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if (pp && fsect->hasU() && fsect->stag == SECT_LOCK_DOOR && fsect->number)
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{
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int key_num = fsect->number;
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{
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PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_DOORMSG + key_num - 1));
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return;
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}
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}
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// remember the player than activated it
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actor->user.PlayerP = pp;
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if (actor->user.Flags & (SPR_ACTIVE))
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{
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ReverseVator(actor);
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continue;
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}
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SetVatorActive(actor);
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}
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}
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}
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bool TestVatorMatchActive(short match)
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{
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SWStatIterator it(STAT_VATOR);
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while (auto actor = it.Next())
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{
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if (SP_TAG1(actor) == SECT_VATOR && SP_TAG2(actor) == match)
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{
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// Does not have to be inactive to be operated
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if (TEST_BOOL6(actor))
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continue;
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if (actor->user.Flags & (SPR_ACTIVE) || actor->user.Tics)
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return true;
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}
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}
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return false;
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}
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void InterpSectorSprites(sectortype* sect, bool state)
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{
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SWSectIterator it(sect);
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while (auto actor = it.Next())
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{
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if (actor->hasU())
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{
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if (actor->user.Flags & (SPR_SKIP4) && actor->spr.statnum <= STAT_SKIP4_INTERP_END)
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continue;
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if (actor->user.Flags & (SPR_SKIP2) && actor->spr.statnum <= STAT_SKIP2_INTERP_END)
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continue;
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}
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}
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}
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void MoveSpritesWithSector(sectortype* sect, int z_amt, bool type)
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{
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bool both = false;
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if ( sect->hasU())
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both = !!(sect->flags & SECTFU_VATOR_BOTH);
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SWSectIterator it(sect);
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while (auto actor = it.Next())
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{
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if (actor->hasU())
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{
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switch (actor->spr.statnum)
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{
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case STAT_ITEM:
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case STAT_NO_STATE:
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case STAT_MINE_STUCK:
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case STAT_WALLBLOOD_QUEUE:
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case STAT_FLOORBLOOD_QUEUE:
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case STAT_STATIC_FIRE:
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break;
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default:
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continue;
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}
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}
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else
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{
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switch (actor->spr.statnum)
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{
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case STAT_STAR_QUEUE:
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case STAT_HOLE_QUEUE:
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// case STAT_WALLBLOOD_QUEUE:
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// case STAT_FLOORBLOOD_QUEUE:
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continue;
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}
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}
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if ((actor->spr.extra & SPRX_STAY_PUT_VATOR))
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continue;
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if (both)
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{
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// sprite started close to floor
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if (actor->spr.cstat & (CSTAT_SPRITE_CLOSE_FLOOR))
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{
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// this is a ceiling
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if (type == 1)
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continue;
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}
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else
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{
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// this is a floor
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if (type == 0)
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continue;
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}
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}
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actor->spr.pos.Z += z_amt;
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}
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}
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int DoVatorMove(DSWActor* actor, int *lptr)
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{
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int zval;
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int move_amt;
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zval = *lptr;
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// if LESS THAN goal
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if (zval < actor->user.z_tgt)
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{
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// move it DOWN
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zval += (synctics * actor->user.jump_speed);
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actor->user.jump_speed += actor->user.vel_rate * synctics;
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// if the other way make it equal
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if (zval > actor->user.z_tgt)
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zval = actor->user.z_tgt;
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}
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// if GREATER THAN goal
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if (zval > actor->user.z_tgt)
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{
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// move it UP
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zval -= (synctics * actor->user.jump_speed);
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actor->user.jump_speed += actor->user.vel_rate * synctics;
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if (zval < actor->user.z_tgt)
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zval = actor->user.z_tgt;
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}
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move_amt = zval - *lptr;
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*lptr = zval;
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return move_amt;
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}
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int DoVator(DSWActor* actor)
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{
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sectortype* sectp = actor->sector();
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int *lptr;
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int amt;
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// actor->user.sz - where the sector z started
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// actor->user.z_tgt - current target z
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// actor->user.oz - original z - where it initally starts off
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// actor->spr.z - z of the sprite
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// actor->user.vel_rate - velocity
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if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP))
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{
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lptr = sectp->ceilingzptr();
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amt = DoVatorMove(actor, lptr);
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MoveSpritesWithSector(actor->sector(), amt, true); // ceiling
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}
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else
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{
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lptr = sectp->floorzptr();
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amt = DoVatorMove(actor, lptr);
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MoveSpritesWithSector(actor->sector(), amt, false); // floor
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}
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// EQUAL this entry has finished
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if (*lptr == actor->user.z_tgt)
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{
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// in the ON position
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if (actor->user.z_tgt == actor->spr.pos.Z)
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{
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// change target
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actor->user.z_tgt = actor->user.pos.Z;
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actor->user.vel_rate = -actor->user.vel_rate;
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SetVatorInactive(actor);
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// if tag6 and nothing blocking door
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if (SP_TAG6(actor) && !TEST_BOOL8(actor))
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DoMatchEverything(actor->user.PlayerP, SP_TAG6(actor), -1);
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}
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else
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// in the OFF position
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if (actor->user.z_tgt == actor->user.pos.Z)
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{
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short match = SP_TAG2(actor);
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// change target
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actor->user.jump_speed = actor->user.vel_tgt;
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actor->user.vel_rate = short(abs(actor->user.vel_rate));
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actor->user.z_tgt = actor->spr.pos.Z;
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RESET_BOOL8(actor);
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SetVatorInactive(actor);
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// set Owner swith back to OFF
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// only if ALL vators are inactive
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if (!TestVatorMatchActive(match))
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{
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//VatorSwitch(match, OFF);
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}
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if (SP_TAG6(actor) && TEST_BOOL5(actor))
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DoMatchEverything(actor->user.PlayerP, SP_TAG6(actor), -1);
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}
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// operate only once
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if (TEST_BOOL2(actor))
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{
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SetVatorInactive(actor);
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KillActor(actor);
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return 0;
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}
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// setup to go back to the original z
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if (*lptr != actor->user.oz)
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{
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if (actor->user.WaitTics)
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actor->user.Tics = actor->user.WaitTics;
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}
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}
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else // if (*lptr == actor->user.z_tgt)
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{
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// if heading for the OFF (original) position and should NOT CRUSH
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if (TEST_BOOL3(actor) && actor->user.z_tgt == actor->user.oz)
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{
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int i;
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bool found = false;
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SWSectIterator it(actor->sector());
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while (auto itActor = it.Next())
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{
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if (itActor->spr.statnum == STAT_ENEMY)
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{
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if (labs(sectp->ceilingz - sectp->floorz) < ActorSizeZ(itActor))
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{
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InitBloodSpray(itActor, true, -1);
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UpdateSinglePlayKills(itActor);
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KillActor(itActor);
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continue;
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}
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}
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if (itActor->hasU() && (itActor->spr.cstat & CSTAT_SPRITE_BLOCK) && (itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
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{
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// found something blocking so reverse to ON position
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ReverseVator(actor);
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SET_BOOL8(actor); // tell vator that something blocking door
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found = true;
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break;
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}
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}
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if (!found)
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{
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short pnum;
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PLAYER* pp;
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// go ahead and look for players clip box bounds
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TRAVERSE_CONNECT(pnum)
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{
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pp = Player + pnum;
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if (pp->lo_sectp == actor->sector() ||
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pp->hi_sectp == actor->sector())
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{
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ReverseVator(actor);
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actor->user.vel_rate = -actor->user.vel_rate;
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found = true;
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}
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}
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}
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}
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else
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{
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SWSectIterator it(actor->sector());
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while (auto itActor = it.Next())
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{
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if (itActor->spr.statnum == STAT_ENEMY)
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{
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if (labs(sectp->ceilingz - sectp->floorz) < ActorSizeZ(itActor))
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{
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InitBloodSpray(itActor, true, -1);
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UpdateSinglePlayKills(itActor);
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KillActor(itActor);
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continue;
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}
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}
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}
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}
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}
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return 0;
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}
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int DoVatorAuto(DSWActor* actor)
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{
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sectortype* sectp = actor->sector();
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int *lptr;
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int amt;
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if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP))
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{
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lptr = sectp->ceilingzptr();
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amt = DoVatorMove(actor, lptr);
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MoveSpritesWithSector(actor->sector(), amt, true); // ceiling
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}
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else
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{
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lptr = sectp->floorzptr();
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amt = DoVatorMove(actor, lptr);
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MoveSpritesWithSector(actor->sector(), amt, false); // floor
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}
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// EQUAL this entry has finished
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if (*lptr == actor->user.z_tgt)
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{
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// in the UP position
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if (actor->user.z_tgt == actor->spr.pos.Z)
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{
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// change target
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actor->user.z_tgt = actor->user.pos.Z;
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actor->user.vel_rate = -actor->user.vel_rate;
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actor->user.Tics = actor->user.WaitTics;
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if (SP_TAG6(actor))
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DoMatchEverything(actor->user.PlayerP, SP_TAG6(actor), -1);
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}
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else
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// in the DOWN position
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if (actor->user.z_tgt == actor->user.pos.Z)
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{
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// change target
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actor->user.jump_speed = actor->user.vel_tgt;
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actor->user.vel_rate = short(abs(actor->user.vel_rate));
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actor->user.z_tgt = actor->spr.pos.Z;
|
|
actor->user.Tics = actor->user.WaitTics;
|
|
|
|
if (SP_TAG6(actor) && TEST_BOOL5(actor))
|
|
DoMatchEverything(nullptr, SP_TAG6(actor), -1);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
#include "saveable.h"
|
|
|
|
static saveable_code saveable_vator_code[] =
|
|
{
|
|
SAVE_CODE(DoVator),
|
|
SAVE_CODE(DoVatorAuto),
|
|
};
|
|
|
|
saveable_module saveable_vator =
|
|
{
|
|
// code
|
|
saveable_vator_code,
|
|
SIZ(saveable_vator_code),
|
|
|
|
// data
|
|
nullptr,0
|
|
};
|
|
END_SW_NS
|