raze/source/games/sw/src/slidor.cpp
Christoph Oelckers 89ef81da55 - renamed walltype::pos as preparation for refactoring.
no functional changes here
2022-02-15 22:18:22 +01:00

565 lines
15 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)
{
ROTATOR* r;
r = actor->user.rotator.Data();
// if paused go ahead and start it up again
if (actor->user.Tics)
{
actor->user.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)
{
bool found = false;
SWStatIterator it(STAT_DEFAULT);
while (auto actor = it.Next())
{
if (actor->spr.lotag == TAG_SPRITE_SWITCH_VATOR && actor->spr.hitag == match)
{
found = true;
AnimateSwitch(actor, setting);
}
}
return found;
}
void SetSlidorActive(DSWActor* actor)
{
ROTATOR* r;
r = actor->user.rotator.Data();
DoSlidorInterp(actor, StartInterpolation);
// play activate sound
DoSoundSpotMatch(SP_TAG2(actor), 1, SOUND_OBJECT_TYPE);
actor->user.Flags |= (SPR_ACTIVE);
actor->user.Tics = 0;
// moving to the OFF position
if (r->tgt == 0)
VatorSwitch(SP_TAG2(actor), false);
else
VatorSwitch(SP_TAG2(actor), true);
}
void SetSlidorInactive(DSWActor* actor)
{
DoSlidorInterp(actor, StopInterpolation);
// play inactivate sound
DoSoundSpotMatch(SP_TAG2(actor), 2, SOUND_OBJECT_TYPE);
actor->user.Flags &= ~(SPR_ACTIVE);
}
// called for operation from the space bar
void DoSlidorOperate(PLAYER* pp, sectortype* sect)
{
short match;
match = sect->hitag;
if (match > 0)
{
if (!TestSlidorMatchActive(match))
DoSlidorMatch(pp, match, true);
}
}
// called from switches and triggers
// returns first vator found
void DoSlidorMatch(PLAYER* pp, short match, bool manual)
{
SWStatIterator it(STAT_SLIDOR);
while (auto actor = it.Next())
{
if (SP_TAG1(actor) == SECT_SLIDOR && SP_TAG2(actor) == match)
{
// single play only vator
// bool 8 must be set for message to display
if (TEST_BOOL4(actor) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
{
if (pp && TEST_BOOL11(actor)) PutStringInfo(pp, GStrings("TXTS_SPONLY"));
continue;
}
// switch trigger only
if (SP_TAG3(actor) == 1)
{
// tried to manually operat a switch/trigger only
if (manual)
continue;
}
auto sect = actor->sector();
if (pp && sect->hasU() && sect->stag == SECT_LOCK_DOOR && sect->number)
{
int key_num = sect->number;
{
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_DOORMSG + key_num - 1));
return;
}
}
if (actor->user.Flags & (SPR_ACTIVE))
{
ReverseSlidor(actor);
continue;
}
SetSlidorActive(actor);
}
}
}
bool TestSlidorMatchActive(short match)
{
SWStatIterator it(STAT_SLIDOR);
while (auto actor = it.Next())
{
if (SP_TAG1(actor) == SECT_SLIDOR && SP_TAG2(actor) == match)
{
// Does not have to be inactive to be operated
if (TEST_BOOL6(actor))
continue;
if (actor->user.Flags & (SPR_ACTIVE) || actor->user.Tics)
return true;
}
}
return false;
}
void DoSlidorInterp(DSWActor* actor, INTERP_FUNC interp_func)
{
auto sect = actor->sector();
// this code is just weird.
auto startWall = sect->firstWall();
auto endWall = sect->lastWall();
auto wal = startWall;
do
{
EInterpolationType type = Interp_Invalid;;
switch (wal->lotag)
{
case TAG_WALL_SLIDOR_LEFT:
case TAG_WALL_SLIDOR_RIGHT:
type = Interp_Wall_X;
break;
case TAG_WALL_SLIDOR_UP:
case TAG_WALL_SLIDOR_DOWN:
type = Interp_Wall_Y;
break;
}
if (type != Interp_Invalid)
{
auto pwal = wal - 1;
if (wal < startWall) // original code - this makes no sense as in a correctly formed sector this condition is never true.
pwal = endWall;
// prev wall
if (!wal->twoSided())
{
// white wall - move 4 points
interp_func(wal, type);
interp_func(pwal, type);
interp_func(wal->point2Wall(), type);
interp_func(wal->point2Wall()->point2Wall(), type);
}
else
{
// red wall - move 2 points
interp_func(wal, type);
interp_func(wal->nextWall()->point2Wall(), type);
interp_func(wal->point2Wall(), type);
if (wal->point2Wall()->twoSided())
interp_func(wal->point2Wall()->nextWall()->point2Wall(), type);
}
}
wal = wal->point2Wall();
}
while (wal != startWall);
}
int DoSlidorMoveWalls(DSWActor* actor, int amt)
{
auto sect = actor->sector();
// this code is just weird.
auto startWall = sect->firstWall();
auto endWall = sect->lastWall();
auto wal = startWall;
walltype* pwal;
do
{
switch (wal->lotag)
{
case TAG_WALL_SLIDOR_LEFT:
// prev wall
pwal = wal - 1;
if (wal < startWall) // original code - this makes no sense as in a correctly formed sector this condition is never true.
pwal = endWall;
if (!wal->twoSided())
{
// white wall - move 4 points
wal->move(wal->wall_int_pos.X - amt, wal->wall_int_pos.Y);
pwal->move(pwal->wall_int_pos.X - amt, pwal->wall_int_pos.Y);
wal->point2Wall()->move(wal->point2Wall()->wall_int_pos.X - amt, wal->point2Wall()->wall_int_pos.Y);
auto pwal2 = wal->point2Wall()->point2Wall();
pwal2->move(pwal2->wall_int_pos.X - amt, pwal2->wall_int_pos.Y);
}
else
{
// red wall - move 2 points
dragpoint(wal, wal->wall_int_pos.X - amt, wal->wall_int_pos.Y);
dragpoint(wal->point2Wall(), wal->point2Wall()->wall_int_pos.X - amt, wal->point2Wall()->wall_int_pos.Y);
}
break;
case TAG_WALL_SLIDOR_RIGHT:
// prev wall
pwal = wal - 1;
if (wal < startWall) // original code - this makes no sense as in a correctly formed sector this condition is never true.
pwal = endWall;
if (!wal->twoSided())
{
// white wall - move 4 points
wal->move(wal->wall_int_pos.X + amt, wal->wall_int_pos.Y);
pwal->move(pwal->wall_int_pos.X + amt, pwal->wall_int_pos.Y);
wal->point2Wall()->move(wal->point2Wall()->wall_int_pos.X + amt, wal->point2Wall()->wall_int_pos.Y);
auto pwal2 = wal->point2Wall()->point2Wall();
pwal2->move(pwal2->wall_int_pos.X + amt, pwal2->wall_int_pos.Y);
}
else
{
// red wall - move 2 points
dragpoint(wal, wal->wall_int_pos.X + amt, wal->wall_int_pos.Y);
dragpoint(wal->point2Wall(), wal->point2Wall()->wall_int_pos.X + amt, wal->point2Wall()->wall_int_pos.Y);
}
break;
case TAG_WALL_SLIDOR_UP:
// prev wall
pwal = wal - 1;
if (wal < startWall) // original code - this makes no sense as in a correctly formed sector this condition is never true.
pwal = endWall;
if (!wal->twoSided())
{
wal->move(wal->wall_int_pos.X, wal->wall_int_pos.Y - amt);
pwal->move(pwal->wall_int_pos.X, pwal->wall_int_pos.Y - amt);
wal->point2Wall()->move(wal->point2Wall()->wall_int_pos.X, wal->point2Wall()->wall_int_pos.Y - amt);
auto pwal2 = wal->point2Wall()->point2Wall();
pwal2->move(pwal2->wall_int_pos.X, pwal2->wall_int_pos.Y - amt);
}
else
{
dragpoint(wal, wal->wall_int_pos.X, wal->wall_int_pos.Y - amt);
dragpoint(wal->point2Wall(), wal->point2Wall()->wall_int_pos.X, wal->point2Wall()->wall_int_pos.Y - amt);
}
break;
case TAG_WALL_SLIDOR_DOWN:
// prev wall
pwal = wal - 1;
if (wal < startWall) // original code - this makes no sense as in a correctly formed sector this condition is never true.
pwal = endWall;
if (!wal->twoSided())
{
wal->move(wal->wall_int_pos.X, wal->wall_int_pos.Y + amt);
pwal->move(pwal->wall_int_pos.X, pwal->wall_int_pos.Y + amt);
wal->point2Wall()->move(wal->point2Wall()->wall_int_pos.X, wal->point2Wall()->wall_int_pos.Y + amt);
auto pwal2 = wal->point2Wall()->point2Wall();
pwal2->move(pwal2->wall_int_pos.X, pwal2->wall_int_pos.Y + amt);
}
else
{
dragpoint(wal, wal->wall_int_pos.X, wal->wall_int_pos.Y + amt);
dragpoint(wal->point2Wall(), wal->point2Wall()->wall_int_pos.X, wal->point2Wall()->wall_int_pos.Y + amt);
}
break;
}
wal = wal->point2Wall();
}
while (wal != startWall);
return 0;
}
int DoSlidorInstantClose(DSWActor* actor)
{
int diff;
auto startwall = actor->sector()->firstWall();
auto wal = startwall;
do
{
switch (wal->lotag)
{
case TAG_WALL_SLIDOR_LEFT:
diff = wal->wall_int_pos.X - actor->spr.pos.X;
DoSlidorMoveWalls(actor, diff);
break;
case TAG_WALL_SLIDOR_RIGHT:
diff = wal->wall_int_pos.X - actor->spr.pos.X;
DoSlidorMoveWalls(actor, -diff);
break;
case TAG_WALL_SLIDOR_UP:
diff = wal->wall_int_pos.Y - actor->spr.pos.Y;
DoSlidorMoveWalls(actor, diff);
break;
case TAG_WALL_SLIDOR_DOWN:
diff = wal->wall_int_pos.Y - actor->spr.pos.Y;
DoSlidorMoveWalls(actor, -diff);
break;
}
wal = wal->point2Wall();
}
while (wal != startwall);
return 0;
}
int DoSlidor(DSWActor* actor)
{
ROTATOR* r;
int old_pos;
bool kill = false;
r = actor->user.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(actor) && !TEST_BOOL8(actor))
DoMatchEverything(nullptr, SP_TAG6(actor), -1);
// wait a bit and close it
if (actor->user.WaitTics)
actor->user.Tics = actor->user.WaitTics;
}
else
// If ang is CLOSED then
if (r->pos == 0)
{
short match = SP_TAG2(actor);
// new tgt is OPEN (open)
r->speed = r->orig_speed;
r->vel = labs(r->vel);
r->tgt = r->open_dest;
SetSlidorInactive(actor);
RESET_BOOL8(actor);
// set Owner swith back to OFF
// only if ALL vators are inactive
if (!TestSlidorMatchActive(match))
{
//SlidorSwitch(match, OFF);
}
if (SP_TAG6(actor) && TEST_BOOL8(actor))
DoMatchEverything(nullptr, SP_TAG6(actor), -1);
}
if (TEST_BOOL2(actor))
kill = true;
}
else
{
// if heading for the OFF (original) position and should NOT CRUSH
if (TEST_BOOL3(actor) && r->tgt == 0)
{
bool found = false;
SWSectIterator it(actor->sector());
while (auto itActor = it.Next())
{
if (itActor->hasU() && (itActor->spr.cstat & CSTAT_SPRITE_BLOCK) && (itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
{
// found something blocking so reverse to ON position
ReverseSlidor(actor);
SET_BOOL8(actor); // tell vator that something blocking door
found = true;
break;
}
}
if (!found)
{
short pnum;
PLAYER* pp;
// go ahead and look for players clip box bounds
TRAVERSE_CONNECT(pnum)
{
pp = Player + pnum;
if (pp->lo_sectp == actor->sector() ||
pp->hi_sectp == actor->sector())
{
ReverseSlidor(actor);
actor->user.vel_rate = -actor->user.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