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

254 lines
6.3 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 "misc.h"
BEGIN_SW_NS
////////////////////////////////////////////////////////////////////////////////
//
// WARPING - PLANE STYLE
//
////////////////////////////////////////////////////////////////////////////////
extern bool Prediction;
DSWActor* WarpToArea(DSWActor* sp_from, int32_t* x, int32_t* y, int32_t* z, sectortype** sect);
bool WarpPlaneSectorInfo(sectortype* sect, DSWActor** sp_ceiling, DSWActor** sp_floor)
{
*sp_floor = nullptr;
*sp_ceiling = nullptr;
if (Prediction)
return false;
if (sect== nullptr || !TEST(sect->extra, SECTFX_WARP_SECTOR))
return false;
SWStatIterator it(STAT_WARP);
while (auto actor = it.Next())
{
auto sp = &actor->s();
if (sp->sector() == sect)
{
// skip - don't teleport
if (SP_TAG10(sp) == 1)
continue;
if (sp->hitag == WARP_CEILING_PLANE)
{
*sp_ceiling = actor;
}
else if (sp->hitag == WARP_FLOOR_PLANE)
{
*sp_floor = actor;
}
}
}
return true;
}
DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, sectortype** sect)
{
DSWActor* sp_floor,* sp_ceiling;
if (Prediction)
return nullptr;
if (!WarpPlaneSectorInfo(*sect, &sp_ceiling, &sp_floor))
return nullptr;
if (sp_ceiling)
{
if (*z <= sp_ceiling->spr.pos.Z)
{
return WarpToArea(sp_ceiling, x, y, z, sect);
}
}
if (sp_floor)
{
if (*z >= sp_floor->spr.pos.Z)
{
return WarpToArea(sp_floor, x, y, z, sect);
}
}
return nullptr;
}
DSWActor* WarpToArea(DSWActor* sp_from, int32_t* x, int32_t* y, int32_t* z, sectortype** sect)
{
int xoff;
int yoff;
int zoff;
SPRITEp const sp = &sp_from->s();
short match;
short to_tag = 0;
short match_rand[16];
int z_adj = 0;
xoff = *x - sp->pos.X;
yoff = *y - sp->pos.Y;
zoff = *z - sp->pos.Z;
match = sp->lotag;
#if 0
TAG 2 = match
TAG 3 = Type
Sprite - 0,32 always teleports you to the center at the angle the sprite is facing
Offset - 1 always teleports you by the offset.Does not touch the angle
TAG 4 = angle
TAG 5 to 8 = random match locations
#endif
memset(match_rand,0,sizeof(match_rand));
switch (sp->hitag)
{
case WARP_TELEPORTER:
to_tag = WARP_TELEPORTER;
// if tag 5 has something this is a random teleporter
if (SP_TAG5(sp))
{
short ndx = 0;
match_rand[ndx++] = SP_TAG2(sp);
match_rand[ndx++] = SP_TAG5(sp);
if (SP_TAG6(sp))
match_rand[ndx++] = SP_TAG6(sp);
if (SP_TAG7(sp))
match_rand[ndx++] = SP_TAG7(sp);
if (SP_TAG8(sp))
match_rand[ndx++] = SP_TAG8(sp);
// reset the match you are looking for
match = match_rand[RandomRange(ndx)];
}
break;
case WARP_CEILING_PLANE:
to_tag = WARP_FLOOR_PLANE;
// make sure you warp outside of warp plane
z_adj = -Z(2);
break;
case WARP_FLOOR_PLANE:
to_tag = WARP_CEILING_PLANE;
// make sure you warp outside of warp plane
z_adj = Z(2);
break;
}
SWStatIterator it(STAT_WARP);
while (auto actor = it.Next())
{
auto spi = &actor->s();
if (spi->lotag == match && actor != sp_from)
{
// exp: WARP_CEILING or WARP_CEILING_PLANE
if (spi->hitag == to_tag)
{
if (!spi->insector())
return nullptr;
// determine new x,y,z position
*x = spi->pos.X + xoff;
*y = spi->pos.Y + yoff;
*z = spi->pos.Z + zoff;
// make sure you warp outside of warp plane
*z += z_adj;
// get new sector
*sect = spi->sector();
updatesector(*x, *y, sect);
return actor;
}
}
}
return nullptr;
}
////////////////////////////////////////////////////////////////////////////////
//
// Warp - Teleporter style
//
////////////////////////////////////////////////////////////////////////////////
bool WarpSectorInfo(sectortype* sect, DSWActor** sp_warp)
{
*sp_warp = nullptr;
if (!sect || !TEST(sect->extra, SECTFX_WARP_SECTOR))
return false;
SWStatIterator it(STAT_WARP);
while (auto actor = it.Next())
{
auto sp = &actor->s();
if (sp->sector() == sect)
{
// skip - don't teleport
if (SP_TAG10(sp) == 1)
continue;
if (sp->hitag == WARP_TELEPORTER)
{
*sp_warp = actor;
}
}
}
return true;
}
DSWActor* Warp(int32_t* x, int32_t* y, int32_t* z, sectortype** sect)
{
DSWActor* sp_warp;
if (Prediction)
return nullptr;
if (!WarpSectorInfo(*sect, &sp_warp))
return nullptr;
if (sp_warp)
{
return WarpToArea(sp_warp, x, y, z, sect);
}
return nullptr;
}
END_SW_NS