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449 lines
11 KiB
C++
449 lines
11 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 "tags.h"
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#include "sector.h"
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#include "sprite.h"
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#include "interpolate.h"
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BEGIN_SW_NS
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bool TestSpikeMatchActive(short match);
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void ReverseSpike(DSWActor* actor)
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{
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USERp u = actor->u();
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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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SetSpikeActive(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.sz;
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else if (actor->user.sz == 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.sz)
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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.sz == actor->user.oz)
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actor->user.z_tgt = actor->user.sz;
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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 SpikeSwitch(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 SetSpikeActive(DSWActor* actor)
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{
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USERp u = actor->u();
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SECTORp sectp = actor->spr.sector();
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
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StartInterpolation(actor->spr.sector(), Interp_Sect_Ceilingheinum);
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else
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StartInterpolation(actor->spr.sector(), Interp_Sect_Floorheinum);
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InterpSectorSprites(actor->spr.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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SET(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.sz)
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VatorSwitch(SP_TAG2(actor), false);
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}
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void SetSpikeInactive(DSWActor* actor)
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{
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USERp u = actor->u();
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SECTORp sectp = actor->spr.sector();
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
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StopInterpolation(sectp, Interp_Sect_Ceilingheinum);
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else
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StopInterpolation(sectp, Interp_Sect_Floorheinum);
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InterpSectorSprites(sectp, false);
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// play activate sound
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DoSoundSpotMatch(SP_TAG2(actor), 2, SOUND_OBJECT_TYPE);
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RESET(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 DoSpikeOperate(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_SPIKE && SP_TAG1(actor) == SECT_SPIKE && SP_TAG3(actor) == 0)
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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 (!TestSpikeMatchActive(match))
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DoSpikeMatch(match);
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return;
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}
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SetSpikeActive(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 spike found
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void DoSpikeMatch(short match)
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{
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SWStatIterator it(STAT_SPIKE);
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while (auto actor = it.Next())
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{
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if (SP_TAG1(actor) == SECT_SPIKE && SP_TAG2(actor) == match)
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{
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if (actor->user.Flags & SPR_ACTIVE)
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{
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ReverseSpike(actor);
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continue;
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}
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SetSpikeActive(actor);
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}
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}
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}
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bool TestSpikeMatchActive(short match)
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{
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USERp fu;
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SWStatIterator it(STAT_SPIKE);
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while (auto actor = it.Next())
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{
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if (SP_TAG1(actor) == SECT_SPIKE && SP_TAG2(actor) == match)
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{
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fu = actor->u();
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// door war
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if (TEST_BOOL6(actor))
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continue;
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if (TEST(fu->Flags, SPR_ACTIVE) || fu->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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int DoSpikeMove(DSWActor* actor, int *lptr)
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{
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USERp u = actor->u();
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int zval;
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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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*lptr = zval;
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return 0;
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}
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void SpikeAlign(DSWActor* actor)
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{
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USERp u = actor->u();
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// either work on single sector or all tagged in SOBJ
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if ((int8_t)SP_TAG7(actor) < 0)
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{
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
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alignceilslope(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->user.zclip);
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else
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alignflorslope(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->user.zclip);
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}
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else
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{
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
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SOBJ_AlignCeilingToPoint(&SectorObject[SP_TAG7(actor)], actor->spr.pos.X, actor->spr.pos.Y, actor->user.zclip);
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else
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SOBJ_AlignFloorToPoint(&SectorObject[SP_TAG7(actor)], actor->spr.pos.X, actor->spr.pos.Y, actor->user.zclip);
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}
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}
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void MoveSpritesWithSpike(sectortype* sect)
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{
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int cz,fz;
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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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continue;
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if (TEST(actor->spr.extra, SPRX_STAY_PUT_VATOR))
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continue;
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getzsofslopeptr(sect, actor->spr.pos.X, actor->spr.pos.Y, &cz, &fz);
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actor->spr.pos.Z = fz;
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}
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}
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int DoSpike(DSWActor* actor)
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{
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USER* u = actor->u();
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int *lptr;
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// zclip = floor or ceiling z
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// oz = original z
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// z_tgt = target z - on pos
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// sz = starting z - off pos
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lptr = &actor->user.zclip;
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DoSpikeMove(actor, lptr);
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MoveSpritesWithSpike(actor->spr.sector());
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SpikeAlign(actor);
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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.sz;
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actor->user.vel_rate = -actor->user.vel_rate;
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SetSpikeInactive(actor);
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if (SP_TAG6(actor))
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DoMatchEverything(nullptr, 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.sz)
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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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SetSpikeInactive(actor);
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// set Owner swith back to OFF
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// only if ALL spikes are inactive
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if (!TestSpikeMatchActive(match))
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{
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//SpikeSwitch(match, OFF);
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}
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if (SP_TAG6(actor) && TEST_BOOL5(actor))
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DoMatchEverything(nullptr, 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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SetSpikeInactive(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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bool found = false;
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SWSectIterator it(actor->spr.sector());
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while (auto itActor = it.Next())
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{
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if (actor->hasU() && TEST(actor->spr.cstat, CSTAT_SPRITE_BLOCK) && TEST(actor->spr.extra, SPRX_PLAYER_OR_ENEMY))
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{
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ReverseSpike(actor);
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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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PLAYERp 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->spr.sector() ||
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pp->hi_sectp == actor->spr.sector())
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{
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ReverseSpike(actor);
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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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}
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return 0;
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}
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int DoSpikeAuto(DSWActor* actor)
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{
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USER* u = actor->u();
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int *lptr;
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lptr = &actor->user.zclip;
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DoSpikeMove(actor, lptr);
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MoveSpritesWithSpike(actor->spr.sector());
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SpikeAlign(actor);
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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.sz;
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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(nullptr, 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.sz)
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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;
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actor->user.Tics = actor->user.WaitTics;
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if (SP_TAG6(actor) && TEST_BOOL5(actor))
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DoMatchEverything(nullptr, SP_TAG6(actor), -1);
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}
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}
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return 0;
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}
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#include "saveable.h"
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static saveable_code saveable_spike_code[] =
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{
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SAVE_CODE(DoSpike),
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SAVE_CODE(DoSpikeAuto),
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};
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saveable_module saveable_spike =
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{
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// code
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saveable_spike_code,
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SIZ(saveable_spike_code),
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// data
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nullptr,0
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};
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END_SW_NS
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