raze/source/games/sw/src/spike.cpp
2021-12-30 09:58:00 +01:00

449 lines
11 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 "tags.h"
#include "sector.h"
#include "sprite.h"
#include "interpolate.h"
BEGIN_SW_NS
bool TestSpikeMatchActive(short match);
void ReverseSpike(DSWActor* actor)
{
USERp u = actor->u();
// if paused go ahead and start it up again
if (actor->user.Tics)
{
actor->user.Tics = 0;
SetSpikeActive(actor);
return;
}
// moving toward to OFF pos
if (actor->user.z_tgt == actor->user.oz)
{
if (actor->spr.pos.Z == actor->user.oz)
actor->user.z_tgt = actor->user.sz;
else if (actor->user.sz == actor->user.oz)
actor->user.z_tgt = actor->spr.pos.Z;
}
else if (actor->user.z_tgt == actor->user.sz)
{
if (actor->spr.pos.Z == actor->user.oz)
actor->user.z_tgt = actor->spr.pos.Z;
else if (actor->user.sz == actor->user.oz)
actor->user.z_tgt = actor->user.sz;
}
actor->user.vel_rate = -actor->user.vel_rate;
}
bool SpikeSwitch(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 SetSpikeActive(DSWActor* actor)
{
USERp u = actor->u();
SECTORp sectp = actor->spr.sector();
if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
StartInterpolation(actor->spr.sector(), Interp_Sect_Ceilingheinum);
else
StartInterpolation(actor->spr.sector(), Interp_Sect_Floorheinum);
InterpSectorSprites(actor->spr.sector(), true);
// play activate sound
DoSoundSpotMatch(SP_TAG2(actor), 1, SOUND_OBJECT_TYPE);
SET(actor->user.Flags, SPR_ACTIVE);
actor->user.Tics = 0;
// moving to the ON position
if (actor->user.z_tgt == actor->spr.pos.Z)
VatorSwitch(SP_TAG2(actor), true);
else
// moving to the OFF position
if (actor->user.z_tgt == actor->user.sz)
VatorSwitch(SP_TAG2(actor), false);
}
void SetSpikeInactive(DSWActor* actor)
{
USERp u = actor->u();
SECTORp sectp = actor->spr.sector();
if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
StopInterpolation(sectp, Interp_Sect_Ceilingheinum);
else
StopInterpolation(sectp, Interp_Sect_Floorheinum);
InterpSectorSprites(sectp, false);
// play activate sound
DoSoundSpotMatch(SP_TAG2(actor), 2, SOUND_OBJECT_TYPE);
RESET(actor->user.Flags, SPR_ACTIVE);
}
// called for operation from the space bar
void DoSpikeOperate(sectortype* sect)
{
short match;
SWSectIterator it(sect);
while (auto actor = it.Next())
{
if (actor->spr.statnum == STAT_SPIKE && SP_TAG1(actor) == SECT_SPIKE && SP_TAG3(actor) == 0)
{
match = SP_TAG2(actor);
if (match > 0)
{
if (!TestSpikeMatchActive(match))
DoSpikeMatch(match);
return;
}
SetSpikeActive(actor);
break;
}
}
}
// called from switches and triggers
// returns first spike found
void DoSpikeMatch(short match)
{
SWStatIterator it(STAT_SPIKE);
while (auto actor = it.Next())
{
if (SP_TAG1(actor) == SECT_SPIKE && SP_TAG2(actor) == match)
{
if (actor->user.Flags & SPR_ACTIVE)
{
ReverseSpike(actor);
continue;
}
SetSpikeActive(actor);
}
}
}
bool TestSpikeMatchActive(short match)
{
USERp fu;
SWStatIterator it(STAT_SPIKE);
while (auto actor = it.Next())
{
if (SP_TAG1(actor) == SECT_SPIKE && SP_TAG2(actor) == match)
{
fu = actor->u();
// door war
if (TEST_BOOL6(actor))
continue;
if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
return true;
}
}
return false;
}
int DoSpikeMove(DSWActor* actor, int *lptr)
{
USERp u = actor->u();
int zval;
zval = *lptr;
// if LESS THAN goal
if (zval < actor->user.z_tgt)
{
// move it DOWN
zval += (synctics * actor->user.jump_speed);
actor->user.jump_speed += actor->user.vel_rate * synctics;
// if the other way make it equal
if (zval > actor->user.z_tgt)
zval = actor->user.z_tgt;
}
// if GREATER THAN goal
if (zval > actor->user.z_tgt)
{
// move it UP
zval -= (synctics * actor->user.jump_speed);
actor->user.jump_speed += actor->user.vel_rate * synctics;
if (zval < actor->user.z_tgt)
zval = actor->user.z_tgt;
}
*lptr = zval;
return 0;
}
void SpikeAlign(DSWActor* actor)
{
USERp u = actor->u();
// either work on single sector or all tagged in SOBJ
if ((int8_t)SP_TAG7(actor) < 0)
{
if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
alignceilslope(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->user.zclip);
else
alignflorslope(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->user.zclip);
}
else
{
if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
SOBJ_AlignCeilingToPoint(&SectorObject[SP_TAG7(actor)], actor->spr.pos.X, actor->spr.pos.Y, actor->user.zclip);
else
SOBJ_AlignFloorToPoint(&SectorObject[SP_TAG7(actor)], actor->spr.pos.X, actor->spr.pos.Y, actor->user.zclip);
}
}
void MoveSpritesWithSpike(sectortype* sect)
{
int cz,fz;
SWSectIterator it(sect);
while (auto actor = it.Next())
{
if (actor->hasU())
continue;
if (TEST(actor->spr.extra, SPRX_STAY_PUT_VATOR))
continue;
getzsofslopeptr(sect, actor->spr.pos.X, actor->spr.pos.Y, &cz, &fz);
actor->spr.pos.Z = fz;
}
}
int DoSpike(DSWActor* actor)
{
USER* u = actor->u();
int *lptr;
// zclip = floor or ceiling z
// oz = original z
// z_tgt = target z - on pos
// sz = starting z - off pos
lptr = &actor->user.zclip;
DoSpikeMove(actor, lptr);
MoveSpritesWithSpike(actor->spr.sector());
SpikeAlign(actor);
// EQUAL this entry has finished
if (*lptr == actor->user.z_tgt)
{
// in the ON position
if (actor->user.z_tgt == actor->spr.pos.Z)
{
// change target
actor->user.z_tgt = actor->user.sz;
actor->user.vel_rate = -actor->user.vel_rate;
SetSpikeInactive(actor);
if (SP_TAG6(actor))
DoMatchEverything(nullptr, SP_TAG6(actor), -1);
}
else
// in the OFF position
if (actor->user.z_tgt == actor->user.sz)
{
short match = SP_TAG2(actor);
// change target
actor->user.jump_speed = actor->user.vel_tgt;
actor->user.vel_rate = (short)abs(actor->user.vel_rate);
actor->user.z_tgt = actor->spr.pos.Z;
SetSpikeInactive(actor);
// set Owner swith back to OFF
// only if ALL spikes are inactive
if (!TestSpikeMatchActive(match))
{
//SpikeSwitch(match, OFF);
}
if (SP_TAG6(actor) && TEST_BOOL5(actor))
DoMatchEverything(nullptr, SP_TAG6(actor), -1);
}
// operate only once
if (TEST_BOOL2(actor))
{
SetSpikeInactive(actor);
KillActor(actor);
return 0;
}
// setup to go back to the original z
if (*lptr != actor->user.oz)
{
if (actor->user.WaitTics)
actor->user.Tics = actor->user.WaitTics;
}
}
else // if (*lptr == actor->user.z_tgt)
{
// if heading for the OFF (original) position and should NOT CRUSH
if (TEST_BOOL3(actor) && actor->user.z_tgt == actor->user.oz)
{
bool found = false;
SWSectIterator it(actor->spr.sector());
while (auto itActor = it.Next())
{
if (actor->hasU() && TEST(actor->spr.cstat, CSTAT_SPRITE_BLOCK) && TEST(actor->spr.extra, SPRX_PLAYER_OR_ENEMY))
{
ReverseSpike(actor);
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 == actor->spr.sector() ||
pp->hi_sectp == actor->spr.sector())
{
ReverseSpike(actor);
found = true;
}
}
}
}
}
return 0;
}
int DoSpikeAuto(DSWActor* actor)
{
USER* u = actor->u();
int *lptr;
lptr = &actor->user.zclip;
DoSpikeMove(actor, lptr);
MoveSpritesWithSpike(actor->spr.sector());
SpikeAlign(actor);
// EQUAL this entry has finished
if (*lptr == actor->user.z_tgt)
{
// in the UP position
if (actor->user.z_tgt == actor->spr.pos.Z)
{
// change target
actor->user.z_tgt = actor->user.sz;
actor->user.vel_rate = -actor->user.vel_rate;
actor->user.Tics = actor->user.WaitTics;
if (SP_TAG6(actor))
DoMatchEverything(nullptr, SP_TAG6(actor), -1);
}
else
// in the DOWN position
if (actor->user.z_tgt == actor->user.sz)
{
// change target
actor->user.jump_speed = actor->user.vel_tgt;
actor->user.vel_rate = (short)abs(actor->user.vel_rate);
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_spike_code[] =
{
SAVE_CODE(DoSpike),
SAVE_CODE(DoSpikeAuto),
};
saveable_module saveable_spike =
{
// code
saveable_spike_code,
SIZ(saveable_spike_code),
// data
nullptr,0
};
END_SW_NS